netradiant-custom/radiant/patch.cpp
Garux df02774ff5 tweak StringOutputStream use
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2024-01-29 16:54:08 +06:00

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/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#define _USE_MATH_DEFINES
#include "patch.h"
#include <forward_list>
#include "preferences.h"
#include "brush_primit.h"
#include "signal/signal.h"
Signal0 g_patchTextureChangedCallbacks;
void Patch_addTextureChangedCallback( const SignalHandler& handler ){
g_patchTextureChangedCallbacks.connectLast( handler );
}
void Patch_textureChanged(){
g_patchTextureChangedCallbacks();
}
Counter* PatchInstance::m_counter = 0;
Shader* PatchInstance::m_state_selpoint;
Shader* Patch::m_state_ctrl;
Shader* Patch::m_state_lattice;
EPatchType Patch::m_type;
std::size_t MAX_PATCH_WIDTH = 0;
std::size_t MAX_PATCH_HEIGHT = 0;
int g_PatchSubdivideThreshold = 4;
void BezierCurveTree_Delete( BezierCurveTree *pCurve ){
if ( pCurve ) {
BezierCurveTree_Delete( pCurve->left );
BezierCurveTree_Delete( pCurve->right );
delete pCurve;
}
}
std::size_t BezierCurveTree_Setup( BezierCurveTree *pCurve, std::size_t index, std::size_t stride ){
if ( pCurve ) {
if ( pCurve->left && pCurve->right ) {
index = BezierCurveTree_Setup( pCurve->left, index, stride );
pCurve->index = index * stride;
index++;
index = BezierCurveTree_Setup( pCurve->right, index, stride );
}
else
{
pCurve->index = BEZIERCURVETREE_MAX_INDEX;
}
}
return index;
}
bool BezierCurve_IsCurved( const BezierCurve& curve ){
Vector3 vTemp( vector3_subtracted( curve.right, curve.left ) );
Vector3 v1( vector3_subtracted( curve.crd, curve.left ) );
Vector3 v2( vector3_subtracted( curve.right, curve.crd ) );
if ( vector3_equal( v1, g_vector3_identity ) || vector3_equal( vTemp, v1 ) ) { // return 0 if 1->2 == 0 or 1->2 == 1->3
return false;
}
vector3_normalise( v1 );
vector3_normalise( v2 );
if ( vector3_equal( v1, v2 ) ) {
return false;
}
Vector3 v3( vTemp );
const double width = vector3_length( v3 );
vector3_scale( v3, 1.0 / width );
if ( vector3_equal( v1, v3 ) && vector3_equal( v2, v3 ) ) {
return false;
}
const double angle = acos( vector3_dot( v1, v2 ) ) / c_pi;
const double index = width * angle;
if ( index > static_cast<double>( g_PatchSubdivideThreshold ) ) {
return true;
}
return false;
}
void BezierInterpolate( BezierCurve& curve ){
curve.left = vector3_mid( curve.left, curve.crd );
curve.right = vector3_mid( curve.crd, curve.right );
curve.crd = vector3_mid( curve.left, curve.right );
}
const std::size_t PATCH_MAX_SUBDIVISION_DEPTH = 16;
void BezierCurveTree_FromCurveList( BezierCurveTree *pTree, std::forward_list<BezierCurve>& curveList, std::size_t depth = 0 ){
std::forward_list<BezierCurve> leftList;
std::forward_list<BezierCurve> rightList;
bool bSplit = false;
for ( BezierCurve& curve : curveList )
{
if ( bSplit || BezierCurve_IsCurved( curve ) ) {
bSplit = true;
BezierCurve& leftCurve = leftList.emplace_front();
BezierCurve& rightCurve = rightList.emplace_front();
leftCurve.left = curve.left;
rightCurve.right = curve.right;
BezierInterpolate( curve );
leftCurve.crd = curve.left;
rightCurve.crd = curve.right;
leftCurve.right = curve.crd;
rightCurve.left = curve.crd;
}
}
if ( !leftList.empty() && !rightList.empty() && depth != PATCH_MAX_SUBDIVISION_DEPTH ) {
pTree->left = new BezierCurveTree;
pTree->right = new BezierCurveTree;
BezierCurveTree_FromCurveList( pTree->left, leftList, depth + 1 );
BezierCurveTree_FromCurveList( pTree->right, rightList, depth + 1 );
}
else
{
pTree->left = 0;
pTree->right = 0;
}
}
void Patch::setDims( std::size_t w, std::size_t h ){
if ( ( w % 2 ) == 0 ) {
w -= 1;
}
ASSERT_MESSAGE( w <= MAX_PATCH_WIDTH, "patch too wide" );
if ( w > MAX_PATCH_WIDTH ) {
w = MAX_PATCH_WIDTH;
}
else if ( w < MIN_PATCH_WIDTH ) {
w = MIN_PATCH_WIDTH;
}
if ( ( h % 2 ) == 0 ) {
m_height -= 1;
}
ASSERT_MESSAGE( h <= MAX_PATCH_HEIGHT, "patch too tall" );
if ( h > MAX_PATCH_HEIGHT ) {
h = MAX_PATCH_HEIGHT;
}
else if ( h < MIN_PATCH_HEIGHT ) {
h = MIN_PATCH_HEIGHT;
}
m_width = w;
m_height = h;
if ( m_width * m_height != m_ctrl.size() ) {
m_ctrl.resize( m_width * m_height );
onAllocate( m_ctrl.size() );
}
}
inline const Colour4b& colour_for_index( std::size_t i, std::size_t width ){
return ( i % 2 || ( i / width ) % 2 ) ? colour_inside : colour_corner;
}
inline bool float_valid( float f ){
return f == f;
}
bool Patch::isValid() const {
if ( !m_width || !m_height ) {
return false;
}
for ( const_iterator i = m_ctrl.begin(); i != m_ctrl.end(); ++i )
{
if ( !float_valid( ( *i ).m_vertex.x() )
|| !float_valid( ( *i ).m_vertex.y() )
|| !float_valid( ( *i ).m_vertex.z() )
|| !float_valid( ( *i ).m_texcoord.x() )
|| !float_valid( ( *i ).m_texcoord.y() ) ) {
globalErrorStream() << "patch has invalid control points\n";
return false;
}
}
return true;
}
void Patch::UpdateCachedData(){
m_ctrl_vertices.clear();
m_lattice_indices.clear();
if ( !isValid() ) {
m_tess.m_numStrips = 0;
m_tess.m_lenStrips = 0;
m_tess.m_nArrayHeight = 0;
m_tess.m_nArrayWidth = 0;
m_tess.m_curveTreeU.resize( 0 );
m_tess.m_curveTreeV.resize( 0 );
m_tess.m_indices.resize( 0 );
m_tess.m_vertices.resize( 0 );
m_tess.m_arrayHeight.resize( 0 );
m_tess.m_arrayWidth.resize( 0 );
m_aabb_local = AABB();
return;
}
BuildTesselationCurves( ROW );
BuildTesselationCurves( COL );
BuildVertexArray();
AccumulateBBox();
IndexBuffer ctrl_indices;
m_lattice_indices.reserve( ( ( m_width * ( m_height - 1 ) ) + ( m_height * ( m_width - 1 ) ) ) << 1 );
ctrl_indices.reserve( m_ctrlTransformed.size() );
{
UniqueVertexBuffer<PointVertex> inserter( m_ctrl_vertices );
for ( iterator i = m_ctrlTransformed.begin(); i != m_ctrlTransformed.end(); ++i )
{
ctrl_indices.insert( inserter.insert( pointvertex_quantised( PointVertex( reinterpret_cast<const Vertex3f&>( ( *i ).m_vertex ), colour_for_index( i - m_ctrlTransformed.begin(), m_width ) ) ) ) );
}
}
{
for ( IndexBuffer::iterator i = ctrl_indices.begin(); i != ctrl_indices.end(); ++i )
{
if ( std::size_t( i - ctrl_indices.begin() ) % m_width ) {
m_lattice_indices.insert( *( i - 1 ) );
m_lattice_indices.insert( *i );
}
if ( std::size_t( i - ctrl_indices.begin() ) >= m_width ) {
m_lattice_indices.insert( *( i - m_width ) );
m_lattice_indices.insert( *i );
}
}
}
#if 0
{
Array<RenderIndex>::iterator first = m_tess.m_indices.begin();
for ( std::size_t s = 0; s < m_tess.m_numStrips; s++ )
{
Array<RenderIndex>::iterator last = first + m_tess.m_lenStrips;
for ( Array<RenderIndex>::iterator i( first ); i + 2 != last; i += 2 )
{
ArbitraryMeshTriangle_sumTangents( m_tess.m_vertices[*( i + 0 )], m_tess.m_vertices[*( i + 1 )], m_tess.m_vertices[*( i + 2 )] );
ArbitraryMeshTriangle_sumTangents( m_tess.m_vertices[*( i + 2 )], m_tess.m_vertices[*( i + 1 )], m_tess.m_vertices[*( i + 3 )] );
}
first = last;
}
for ( Array<ArbitraryMeshVertex>::iterator i = m_tess.m_vertices.begin(); i != m_tess.m_vertices.end(); ++i )
{
vector3_normalise( reinterpret_cast<Vector3&>( ( *i ).tangent ) );
vector3_normalise( reinterpret_cast<Vector3&>( ( *i ).bitangent ) );
}
}
#endif
if( !m_transformChanged ) //experimental! fixing extra sceneChangeNotify call during scene rendering
SceneChangeNotify();
}
void Patch::InvertMatrix(){
undoSave();
PatchControlArray_invert( m_ctrl, m_width, m_height );
controlPointsChanged();
}
void Patch::TransposeMatrix(){
undoSave();
{
Array<PatchControl> tmp( m_width * m_height );
copy_ctrl( tmp.data(), m_ctrl.data(), m_ctrl.data() + m_width * m_height );
PatchControlIter from = tmp.data();
for ( std::size_t h = 0; h != m_height; ++h )
{
PatchControlIter to = m_ctrl.data() + h;
for ( std::size_t w = 0; w != m_width; ++w, ++from, to += m_height )
{
*to = *from;
}
}
}
{
std::size_t tmp = m_width;
m_width = m_height;
m_height = tmp;
}
controlPointsChanged();
}
void Patch::Redisperse( EMatrixMajor mt ){
std::size_t w, h, width, height, row_stride, col_stride;
PatchControl* p1, * p2, * p3;
undoSave();
switch ( mt )
{
case COL:
width = ( m_width - 1 ) >> 1;
height = m_height;
col_stride = 1;
row_stride = m_width;
break;
case ROW:
width = ( m_height - 1 ) >> 1;
height = m_width;
col_stride = m_width;
row_stride = 1;
break;
default:
ERROR_MESSAGE( "neither row-major nor column-major" );
return;
}
for ( h = 0; h < height; h++ )
{
p1 = m_ctrl.data() + ( h * row_stride );
for ( w = 0; w < width; w++ )
{
p2 = p1 + col_stride;
p3 = p2 + col_stride;
p2->m_vertex = vector3_mid( p1->m_vertex, p3->m_vertex );
p1 = p3;
}
}
controlPointsChanged();
}
void Patch::Smooth( EMatrixMajor mt ){
std::size_t w, h, width, height, row_stride, col_stride;
bool wrap;
PatchControl* p1, * p2, * p3, * p2b;
undoSave();
switch ( mt )
{
case COL:
width = ( m_width - 1 ) >> 1;
height = m_height;
col_stride = 1;
row_stride = m_width;
break;
case ROW:
width = ( m_height - 1 ) >> 1;
height = m_width;
col_stride = m_width;
row_stride = 1;
break;
default:
ERROR_MESSAGE( "neither row-major nor column-major" );
return;
}
wrap = true;
for ( h = 0; h < height; h++ )
{
p1 = m_ctrl.data() + ( h * row_stride );
p2 = p1 + ( 2 * width ) * col_stride;
//globalErrorStream() << "compare " << p1->m_vertex << " and " << p2->m_vertex << '\n';
if ( vector3_length_squared( vector3_subtracted( p1->m_vertex, p2->m_vertex ) ) > 1.0 ) {
//globalErrorStream() << "too far\n";
wrap = false;
break;
}
}
for ( h = 0; h < height; h++ )
{
p1 = m_ctrl.data() + ( h * row_stride ) + col_stride;
for ( w = 0; w < width - 1; w++ )
{
p2 = p1 + col_stride;
p3 = p2 + col_stride;
p2->m_vertex = vector3_mid( p1->m_vertex, p3->m_vertex );
p1 = p3;
}
if ( wrap ) {
p1 = m_ctrl.data() + ( h * row_stride ) + ( 2 * width - 1 ) * col_stride;
p2 = m_ctrl.data() + ( h * row_stride );
p2b = m_ctrl.data() + ( h * row_stride ) + ( 2 * width ) * col_stride;
p3 = m_ctrl.data() + ( h * row_stride ) + col_stride;
p2->m_vertex = p2b->m_vertex = vector3_mid( p1->m_vertex, p3->m_vertex );
}
}
controlPointsChanged();
}
void Patch::InsertRemove( bool bInsert, bool bColumn, bool bFirst ){
undoSave();
if ( bInsert ) {
if ( bColumn && ( m_width + 2 <= MAX_PATCH_WIDTH ) ) {
InsertPoints( COL, bFirst );
}
else if ( m_height + 2 <= MAX_PATCH_HEIGHT ) {
InsertPoints( ROW, bFirst );
}
}
else
{
if ( bColumn && ( m_width - 2 >= MIN_PATCH_WIDTH ) ) {
RemovePoints( COL, bFirst );
}
else if ( m_height - 2 >= MIN_PATCH_HEIGHT ) {
RemovePoints( ROW, bFirst );
}
}
controlPointsChanged();
}
Patch* Patch::MakeCap( Patch* patch, EPatchCap eType, EMatrixMajor mt, bool bFirst ){
std::size_t i, width, height;
switch ( mt )
{
case ROW:
width = m_width;
height = m_height;
break;
case COL:
width = m_height;
height = m_width;
break;
default:
ERROR_MESSAGE( "neither row-major nor column-major" );
return 0;
}
Array<Vector3> p( width );
std::size_t nIndex = ( bFirst ) ? 0 : height - 1;
if ( mt == ROW ) {
for ( i = 0; i < width; i++ )
{
p[( bFirst ) ? i : ( width - 1 ) - i] = ctrlAt( nIndex, i ).m_vertex;
}
}
else
{
for ( i = 0; i < width; i++ )
{
p[( bFirst ) ? i : ( width - 1 ) - i] = ctrlAt( i, nIndex ).m_vertex;
}
}
patch->ConstructSeam( eType, p.data(), width );
return patch;
}
void Patch::FlipTexture( int nAxis ){
undoSave();
for ( PatchControlIter i = m_ctrl.data(); i != m_ctrl.data() + m_ctrl.size(); ++i )
{
( *i ).m_texcoord[nAxis] = -( *i ).m_texcoord[nAxis];
}
controlPointsChanged();
}
void Patch::TranslateTexture( float s, float t ){
undoSave();
s = -1 * s / m_state->getTexture().width;
t = t / m_state->getTexture().height;
for ( PatchControlIter i = m_ctrl.data(); i != m_ctrl.data() + m_ctrl.size(); ++i )
{
( *i ).m_texcoord[0] += s;
( *i ).m_texcoord[1] += t;
}
controlPointsChanged();
}
void Patch::ScaleTexture( float s, float t ){
undoSave();
for ( PatchControlIter i = m_ctrl.data(); i != m_ctrl.data() + m_ctrl.size(); ++i )
{
( *i ).m_texcoord[0] *= s;
( *i ).m_texcoord[1] *= t;
}
controlPointsChanged();
}
void Patch::RotateTexture( float angle ){
undoSave();
const float s = static_cast<float>( sin( degrees_to_radians( angle ) ) );
const float c = static_cast<float>( cos( degrees_to_radians( angle ) ) );
for ( PatchControlIter i = m_ctrl.data(); i != m_ctrl.data() + m_ctrl.size(); ++i )
{
const float x = ( *i ).m_texcoord[0];
const float y = ( *i ).m_texcoord[1];
( *i ).m_texcoord[0] = ( x * c ) - ( y * s );
( *i ).m_texcoord[1] = ( y * c ) + ( x * s );
}
controlPointsChanged();
}
void Patch::SetTextureRepeat( float s, float t ){
undoSave();
std::size_t w, h;
float sc, tc;
const float si = ( s == 0? 1.f : s ) / ( m_width - 1 );
const float ti = ( t == 0? 1.f : t ) / ( m_height - 1 );
PatchControl *pDest = m_ctrl.data();
for ( h = 0, tc = 0.0f; h < m_height; h++, tc += ti )
{
for ( w = 0, sc = 0.0f; w < m_width; w++, sc += si )
{
pDest->m_texcoord[0] = sc;
pDest->m_texcoord[1] = tc;
pDest++;
}
}
controlPointsChanged();
}
/*
void Patch::SetTextureInfo(texdef_t *pt)
{
if(pt->getShift()[0] || pt->getShift()[1])
TranslateTexture (pt->getShift()[0], pt->getShift()[1]);
else if(pt->getScale()[0] || pt->getScale()[1])
{
if(pt->getScale()[0] == 0.0f) pt->setScale(0, 1.0f);
if(pt->getScale()[1] == 0.0f) pt->setScale(1, 1.0f);
ScaleTexture (pt->getScale()[0], pt->getScale()[1]);
}
else if(pt->rotate)
RotateTexture (pt->rotate);
}
*/
void Patch::Calculate_AvgAxes( Vector3& wDir, Vector3& hDir ) const {
wDir = hDir = g_vector3_identity;
for ( std::size_t r = 0; r < m_height; ++r ){
wDir += ctrlAt( r, m_width - 1 ).m_vertex - ctrlAt( r, 0 ).m_vertex;
}
for ( std::size_t c = 0; c < m_width; ++c ){
hDir += ctrlAt( m_height - 1, c ).m_vertex - ctrlAt( 0, c ).m_vertex;
}
/* fallback to longest hord */
if ( vector3_equal_epsilon( wDir, g_vector3_identity, 1.f ) ){
float bestLength = 0;
for ( std::size_t r = 0; r < m_height; ++r ){
for ( std::size_t c = 0; c < m_width - 1; ++c ){
const Vector3 dir = ctrlAt( r, c + 1 ).m_vertex - ctrlAt( r, c ).m_vertex;
const float length = vector3_length( dir );
if ( length - bestLength > 1 ){
bestLength = length;
wDir = dir;
}
}
}
}
if( vector3_equal_epsilon( hDir, g_vector3_identity, 1.f ) ){
float bestLength = 0;
for ( std::size_t c = 0; c < m_width; ++c ){
for ( std::size_t r = 0; r < m_height - 1; ++r ){
const Vector3 dir = ctrlAt( r + 1, c ).m_vertex - ctrlAt( r, c ).m_vertex;
const float length = vector3_length( dir );
if ( length - bestLength > 1 ){
bestLength = length;
hDir = dir;
}
}
}
}
if ( vector3_equal_epsilon( vector3_cross( wDir, hDir ), g_vector3_identity, 0.1f ) ) {
wDir = g_vector3_axis_x;
hDir = g_vector3_axis_y;
}
}
Vector3 Patch::Calculate_AvgNormal() const {
Vector3 wDir, hDir;
Calculate_AvgAxes( wDir, hDir );
return vector3_normalised( vector3_cross( wDir, hDir ) );
}
inline int texture_axis( const Vector3& normal ){
// axis dominance order: Z, X, Y
return ( normal.x() >= normal.y() )
? ( normal.x() > normal.z() )
? 0
: 2
: ( normal.y() > normal.z() )
? 1
: 2;
}
void Patch::CapTexture(){
#if 0
const PatchControl& p1 = m_ctrl[m_width];
const PatchControl& p2 = m_ctrl[m_width * ( m_height - 1 )];
const PatchControl& p3 = m_ctrl[( m_width * m_height ) - 1];
Vector3 normal( g_vector3_identity );
{
Vector3 tmp( vector3_cross(
vector3_subtracted( p2.m_vertex, m_ctrl[0].m_vertex ),
vector3_subtracted( p3.m_vertex, m_ctrl[0].m_vertex )
) );
if ( !vector3_equal( tmp, g_vector3_identity ) ) {
vector3_add( normal, tmp );
}
}
{
Vector3 tmp( vector3_cross(
vector3_subtracted( p1.m_vertex, p3.m_vertex ),
vector3_subtracted( m_ctrl[0].m_vertex, p3.m_vertex )
) );
if ( !vector3_equal( tmp, g_vector3_identity ) ) {
vector3_add( normal, tmp );
}
}
normal[0] = fabs( normal[0] );
normal[1] = fabs( normal[1] );
normal[2] = fabs( normal[2] );
ProjectTexture( texture_axis( normal ) );
#else
Vector3 normal = Calculate_AvgNormal();
TextureProjection projection;
TexDef_Construct_Default( projection );
ComputeAxisBase( normal, projection.m_basis_s, projection.m_basis_t ); /* Valve220 */
ProjectTexture( projection, normal );
#endif
}
// uses longest parallel chord to calculate texture coords for each row/col
void Patch::NaturalTexture(){
undoSave();
{
const double texSize = (double)m_state->getTexture().width * Texdef_getDefaultTextureScale();
double texBest = 0;
double tex = 0;
PatchControl* pWidth = m_ctrl.data();
for ( std::size_t w = 0; w < m_width; ++w, ++pWidth )
{
{
PatchControl* pHeight = pWidth;
for ( std::size_t h = 0; h < m_height; ++h, pHeight += m_width )
pHeight->m_texcoord[0] = static_cast<float>( tex );
}
if ( w + 1 == m_width ) {
break;
}
{
const PatchControl* pHeight = pWidth;
for ( std::size_t h = 0; h < m_height; ++h, pHeight += m_width )
{
const double length = tex + ( vector3_length( pHeight->m_vertex - ( pHeight + 1 )->m_vertex ) / texSize );
if ( fabs( length ) > fabs( texBest ) ) { // comparing abs values supports possible negative Texdef_getDefaultTextureScale()
texBest = length;
}
}
}
tex = texBest;
}
}
{
const double texSize = -(double)m_state->getTexture().height * Texdef_getDefaultTextureScale();
double texBest = 0;
double tex = 0;
PatchControl* pHeight = m_ctrl.data();
for ( std::size_t h = 0; h < m_height; ++h, pHeight += m_width )
{
{
PatchControl* pWidth = pHeight;
for ( std::size_t w = 0; w < m_width; ++w, ++pWidth )
pWidth->m_texcoord[1] = static_cast<float>( tex );
}
if ( h + 1 == m_height ) {
break;
}
{
const PatchControl* pWidth = pHeight;
for ( std::size_t w = 0; w < m_width; ++w, ++pWidth )
{
const double length = tex + ( vector3_length( pWidth->m_vertex - ( pWidth + m_width )->m_vertex ) / texSize );
if ( fabs( length ) > fabs( texBest ) ) {
texBest = length;
}
}
}
tex = texBest;
}
}
controlPointsChanged();
}
// private:
void Patch::AccumulateBBox(){
m_aabb_local = AABB();
for ( PatchControlArray::iterator i = m_ctrlTransformed.begin(); i != m_ctrlTransformed.end(); ++i )
{
aabb_extend_by_point_safe( m_aabb_local, ( *i ).m_vertex );
}
if( !m_transformChanged ) //experimental! fixing extra sceneChangeNotify call during scene rendering
m_boundsChanged();
m_lightsChanged();
}
void Patch::InsertPoints( EMatrixMajor mt, bool bFirst ){
std::size_t width, height, row_stride, col_stride;
switch ( mt )
{
case ROW:
col_stride = 1;
row_stride = m_width;
width = m_width;
height = m_height;
break;
case COL:
col_stride = m_width;
row_stride = 1;
width = m_height;
height = m_width;
break;
default:
ERROR_MESSAGE( "neither row-major nor column-major" );
return;
}
std::size_t pos = 0;
{
PatchControl* p1 = m_ctrl.data();
/*
if(GlobalSelectionSystem().countSelected() != 0)
{
scene::Instance& instance = GlobalSelectionSystem().ultimateSelected();
PatchInstance* patch = Instance_getPatch(instance);
patch->m_selectable.isSelected();
}
*/
for ( std::size_t w = 0; w != width; ++w, p1 += col_stride )
{
{
PatchControl* p2 = p1;
for ( std::size_t h = 1; h < height; h += 2, p2 += 2 * row_stride )
{
if ( 0 ) { //p2->m_selectable.isSelected())
pos = h;
break;
}
}
if ( pos != 0 ) {
break;
}
}
{
PatchControl* p2 = p1;
for ( std::size_t h = 0; h < height; h += 2, p2 += 2 * row_stride )
{
if ( 0 ) { //p2->m_selectable.isSelected())
pos = h;
break;
}
}
if ( pos != 0 ) {
break;
}
}
}
}
Array<PatchControl> tmp( m_ctrl );
std::size_t row_stride2, col_stride2;
switch ( mt )
{
case ROW:
setDims( m_width, m_height + 2 );
col_stride2 = 1;
row_stride2 = m_width;
break;
case COL:
setDims( m_width + 2, m_height );
col_stride2 = m_width;
row_stride2 = 1;
break;
default:
ERROR_MESSAGE( "neither row-major nor column-major" );
return;
}
if ( bFirst ) {
pos = 2;
}
else
{
pos = height - 1;
}
if ( pos >= height ) {
if ( bFirst ) {
pos = 2;
}
else
{
pos = height - 1;
}
}
else if ( pos == 0 ) {
pos = 2;
}
else if ( pos % 2 ) {
++pos;
}
for ( std::size_t w = 0; w != width; ++w )
{
PatchControl* p1 = tmp.data() + ( w * col_stride );
PatchControl* p2 = m_ctrl.data() + ( w * col_stride2 );
for ( std::size_t h = 0; h != height; ++h, p2 += row_stride2, p1 += row_stride )
{
if ( h == pos ) {
p2 += 2 * row_stride2;
}
*p2 = *p1;
}
p1 = tmp.data() + ( w * col_stride + pos * row_stride );
p2 = m_ctrl.data() + ( w * col_stride2 + pos * row_stride2 );
PatchControl* r2a = ( p2 + row_stride2 );
PatchControl* r2b = ( p2 - row_stride2 );
PatchControl* c2a = ( p1 - 2 * row_stride );
PatchControl* c2b = ( p1 - row_stride );
// set two new row points
*( p2 + 2 * row_stride2 ) = *p1;
*r2a = *c2b;
for ( std::size_t i = 0; i != 3; ++i )
{
r2a->m_vertex[i] = float_mid( c2b->m_vertex[i], p1->m_vertex[i] );
r2b->m_vertex[i] = float_mid( c2a->m_vertex[i], c2b->m_vertex[i] );
p2->m_vertex[i] = float_mid( r2a->m_vertex[i], r2b->m_vertex[i] );
}
for ( std::size_t i = 0; i != 2; ++i )
{
r2a->m_texcoord[i] = float_mid( c2b->m_texcoord[i], p1->m_texcoord[i] );
r2b->m_texcoord[i] = float_mid( c2a->m_texcoord[i], c2b->m_texcoord[i] );
p2->m_texcoord[i] = float_mid( r2a->m_texcoord[i], r2b->m_texcoord[i] );
}
}
}
void Patch::RemovePoints( EMatrixMajor mt, bool bFirst ){
std::size_t width, height, row_stride, col_stride;
switch ( mt )
{
case ROW:
col_stride = 1;
row_stride = m_width;
width = m_width;
height = m_height;
break;
case COL:
col_stride = m_width;
row_stride = 1;
width = m_height;
height = m_width;
break;
default:
ERROR_MESSAGE( "neither row-major nor column-major" );
return;
}
std::size_t pos = 0;
{
PatchControl* p1 = m_ctrl.data();
for ( std::size_t w = 0; w != width; ++w, p1 += col_stride )
{
{
PatchControl* p2 = p1;
for ( std::size_t h = 1; h < height; h += 2, p2 += 2 * row_stride )
{
if ( 0 ) { //p2->m_selectable.isSelected())
pos = h;
break;
}
}
if ( pos != 0 ) {
break;
}
}
{
PatchControl* p2 = p1;
for ( std::size_t h = 0; h < height; h += 2, p2 += 2 * row_stride )
{
if ( 0 ) { //p2->m_selectable.isSelected())
pos = h;
break;
}
}
if ( pos != 0 ) {
break;
}
}
}
}
Array<PatchControl> tmp( m_ctrl );
std::size_t row_stride2, col_stride2;
switch ( mt )
{
case ROW:
setDims( m_width, m_height - 2 );
col_stride2 = 1;
row_stride2 = m_width;
break;
case COL:
setDims( m_width - 2, m_height );
col_stride2 = m_width;
row_stride2 = 1;
break;
default:
ERROR_MESSAGE( "neither row-major nor column-major" );
return;
}
if ( bFirst ) {
pos = 2;
}
else
{
pos = height - 3;
}
if ( pos >= height ) {
if ( bFirst ) {
pos = 2;
}
else
{
pos = height - 3;
}
}
else if ( pos == 0 ) {
pos = 2;
}
else if ( pos > height - 3 ) {
pos = height - 3;
}
else if ( pos % 2 ) {
++pos;
}
for ( std::size_t w = 0; w != width; w++ )
{
PatchControl* p1 = tmp.data() + ( w * col_stride );
PatchControl* p2 = m_ctrl.data() + ( w * col_stride2 );
for ( std::size_t h = 0; h != height; ++h, p2 += row_stride2, p1 += row_stride )
{
if ( h == pos ) {
p1 += 2 * row_stride2;
h += 2;
}
*p2 = *p1;
}
p1 = tmp.data() + ( w * col_stride + pos * row_stride );
p2 = m_ctrl.data() + ( w * col_stride2 + pos * row_stride2 );
for ( std::size_t i = 0; i < 3; i++ )
{
( p2 - row_stride2 )->m_vertex[i] = ( ( p1 + 2 * row_stride )->m_vertex[i] + ( p1 - 2 * row_stride )->m_vertex[i] ) * 0.5f;
( p2 - row_stride2 )->m_vertex[i] = ( p2 - row_stride2 )->m_vertex[i] + ( 2.0f * ( ( p1 )->m_vertex[i] - ( p2 - row_stride2 )->m_vertex[i] ) );
}
for ( std::size_t i = 0; i < 2; i++ )
{
( p2 - row_stride2 )->m_texcoord[i] = ( ( p1 + 2 * row_stride )->m_texcoord[i] + ( p1 - 2 * row_stride )->m_texcoord[i] ) * 0.5f;
( p2 - row_stride2 )->m_texcoord[i] = ( p2 - row_stride2 )->m_texcoord[i] + ( 2.0f * ( ( p1 )->m_texcoord[i] - ( p2 - row_stride2 )->m_texcoord[i] ) );
}
}
}
void Patch::ConstructSeam( EPatchCap eType, Vector3* p, std::size_t width ){
switch ( eType )
{
case EPatchCap::IBevel:
{
setDims( 3, 3 );
m_ctrl[0].m_vertex = p[0];
m_ctrl[1].m_vertex = p[1];
m_ctrl[2].m_vertex = p[1];
m_ctrl[3].m_vertex = p[1];
m_ctrl[4].m_vertex = p[1];
m_ctrl[5].m_vertex = p[1];
m_ctrl[6].m_vertex = p[2];
m_ctrl[7].m_vertex = p[1];
m_ctrl[8].m_vertex = p[1];
}
break;
case EPatchCap::Bevel:
{
setDims( 3, 3 );
Vector3 p3( vector3_added( p[2], vector3_subtracted( p[0], p[1] ) ) );
m_ctrl[0].m_vertex = p3;
m_ctrl[1].m_vertex = p3;
m_ctrl[2].m_vertex = p[2];
m_ctrl[3].m_vertex = p3;
m_ctrl[4].m_vertex = p3;
m_ctrl[5].m_vertex = p[1];
m_ctrl[6].m_vertex = p3;
m_ctrl[7].m_vertex = p3;
m_ctrl[8].m_vertex = p[0];
}
break;
case EPatchCap::EndCap:
{
Vector3 p5( vector3_mid( p[0], p[4] ) );
setDims( 3, 3 );
m_ctrl[0].m_vertex = p[0];
m_ctrl[1].m_vertex = p5;
m_ctrl[2].m_vertex = p[4];
m_ctrl[3].m_vertex = p[1];
m_ctrl[4].m_vertex = p[2];
m_ctrl[5].m_vertex = p[3];
m_ctrl[6].m_vertex = p[2];
m_ctrl[7].m_vertex = p[2];
m_ctrl[8].m_vertex = p[2];
}
break;
case EPatchCap::IEndCap:
{
setDims( 5, 3 );
m_ctrl[0].m_vertex = p[4];
m_ctrl[1].m_vertex = p[3];
m_ctrl[2].m_vertex = p[2];
m_ctrl[3].m_vertex = p[1];
m_ctrl[4].m_vertex = p[0];
m_ctrl[5].m_vertex = p[3];
m_ctrl[6].m_vertex = p[3];
m_ctrl[7].m_vertex = p[2];
m_ctrl[8].m_vertex = p[1];
m_ctrl[9].m_vertex = p[1];
m_ctrl[10].m_vertex = p[3];
m_ctrl[11].m_vertex = p[3];
m_ctrl[12].m_vertex = p[2];
m_ctrl[13].m_vertex = p[1];
m_ctrl[14].m_vertex = p[1];
}
break;
case EPatchCap::Cylinder:
{
std::size_t mid = ( width - 1 ) >> 1;
bool degenerate = ( mid % 2 ) != 0;
std::size_t newHeight = mid + ( degenerate ? 2 : 1 );
setDims( 3, newHeight );
if ( degenerate ) {
++mid;
for ( std::size_t i = width; i != width + 2; ++i )
{
p[i] = p[width - 1];
}
}
{
PatchControl* pCtrl = m_ctrl.data();
for ( std::size_t i = 0; i != m_height; ++i, pCtrl += m_width )
{
pCtrl->m_vertex = p[i];
}
}
{
PatchControl* pCtrl = m_ctrl.data() + 2;
std::size_t h = m_height - 1;
for ( std::size_t i = 0; i != m_height; ++i, pCtrl += m_width )
{
pCtrl->m_vertex = p[h + ( h - i )];
}
}
Redisperse( COL );
}
break;
default:
ERROR_MESSAGE( "invalid patch-cap type" );
return;
}
CapTexture();
controlPointsChanged();
}
#if 0
void Patch::ProjectTexture( int nAxis ){
undoSave();
int s, t;
switch ( nAxis )
{
case 2:
s = 0;
t = 1;
break;
case 0:
s = 1;
t = 2;
break;
case 1:
s = 0;
t = 2;
break;
default:
ERROR_MESSAGE( "invalid axis" );
return;
}
float fWidth = 1 / ( m_state->getTexture().width * Texdef_getDefaultTextureScale() );
float fHeight = 1 / ( m_state->getTexture().height * -Texdef_getDefaultTextureScale() );
for ( PatchControlIter i = m_ctrl.data(); i != m_ctrl.data() + m_ctrl.size(); ++i )
{
( *i ).m_texcoord[0] = ( *i ).m_vertex[s] * fWidth;
( *i ).m_texcoord[1] = ( *i ).m_vertex[t] * fHeight;
}
controlPointsChanged();
}
#else
void Patch::ProjectTexture( TextureProjection projection, const Vector3& normal ){
undoSave();
projection.m_brushprimit_texdef.addScale( m_state->getTexture().width, m_state->getTexture().height );
Matrix4 local2tex;
Texdef_Construct_local2tex( projection, m_state->getTexture().width, m_state->getTexture().height, normal, local2tex );
for ( PatchControlIter i = m_ctrl.data(); i != m_ctrl.data() + m_ctrl.size(); ++i )
{
( *i ).m_texcoord = matrix4_transformed_point( local2tex, ( *i ).m_vertex ).vec2();
}
controlPointsChanged();
}
#endif
void Patch::ProjectTexture( const texdef_t& texdef, const Vector3* direction ){
undoSave();
Matrix4 local2tex;
Texdef_Construct_local2tex4projection( texdef, m_state->getTexture().width, m_state->getTexture().height, Calculate_AvgNormal(), direction, local2tex );
for ( PatchControlIter i = m_ctrl.data(); i != m_ctrl.data() + m_ctrl.size(); ++i )
{
( *i ).m_texcoord = matrix4_transformed_point( local2tex, ( *i ).m_vertex ).vec2();
}
controlPointsChanged();
}
void Patch::constructPlane( const AABB& aabb, int axis, std::size_t width, std::size_t height ){
setDims( width, height );
int x, y, z;
switch ( axis )
{
case 2: x = 0; y = 1; z = 2; break;
case 1: x = 0; y = 2; z = 1; break;
case 0: x = 1; y = 2; z = 0; break;
default:
ERROR_MESSAGE( "invalid view-type" );
return;
}
if ( m_width < MIN_PATCH_WIDTH || m_width > MAX_PATCH_WIDTH ) {
m_width = 3;
}
if ( m_height < MIN_PATCH_HEIGHT || m_height > MAX_PATCH_HEIGHT ) {
m_height = 3;
}
Vector3 vStart;
vStart[x] = aabb.origin[x] - aabb.extents[x];
vStart[y] = aabb.origin[y] - aabb.extents[y];
vStart[z] = aabb.origin[z] + aabb.extents[z];
float xAdj = fabsf( ( vStart[x] - ( aabb.origin[x] + aabb.extents[x] ) ) / (float)( m_width - 1 ) );
float yAdj = fabsf( ( vStart[y] - ( aabb.origin[y] + aabb.extents[y] ) ) / (float)( m_height - 1 ) );
Vector3 vTmp;
vTmp[z] = vStart[z];
PatchControl* pCtrl = m_ctrl.data();
vTmp[y] = vStart[y];
for ( std::size_t h = 0; h < m_height; h++ )
{
vTmp[x] = vStart[x];
for ( std::size_t w = 0; w < m_width; w++, ++pCtrl )
{
pCtrl->m_vertex = vTmp;
vTmp[x] += xAdj;
}
vTmp[y] += yAdj;
}
}
void Patch::ConstructPrefab( const AABB& aabb, EPatchPrefab eType, int axis, std::size_t width, std::size_t height ){
Vector3 vPos[3];
int x, y, z;
switch ( axis )
{
case 2: x = 0; y = 1; z = 2; break;
//case 1: x = 0; y = 2; z = 1; break;
case 1: x = 2; y = 0; z = 1; break;
case 0: x = 1; y = 2; z = 0; break;
default:
ERROR_MESSAGE( "invalid view-type" );
return;
}
if ( eType != EPatchPrefab::Plane ) {
vPos[0] = vector3_subtracted( aabb.origin, aabb.extents );
vPos[1] = aabb.origin;
vPos[2] = vector3_added( aabb.origin, aabb.extents );
}
if ( eType == EPatchPrefab::Plane ) {
constructPlane( aabb, axis, width, height );
}
else if ( eType == EPatchPrefab::SqCylinder
|| eType == EPatchPrefab::Cylinder
|| eType == EPatchPrefab::DenseCylinder
|| eType == EPatchPrefab::VeryDenseCylinder
|| eType == EPatchPrefab::Cone
|| eType == EPatchPrefab::Sphere ) {
unsigned char *pIndex;
unsigned char pCylIndex[] =
{
0, 0,
1, 0,
2, 0,
2, 1,
2, 2,
1, 2,
0, 2,
0, 1,
0, 0
};
PatchControl *pStart;
switch ( eType )
{
case EPatchPrefab::SqCylinder:
setDims( 9, 3 );
pStart = m_ctrl.data();
break;
case EPatchPrefab::DenseCylinder:
case EPatchPrefab::VeryDenseCylinder:
case EPatchPrefab::Cylinder:
setDims( 9, 3 );
pStart = m_ctrl.data() + 1;
break;
case EPatchPrefab::Cone:
setDims( 9, 3 );
pStart = m_ctrl.data() + 1;
break;
case EPatchPrefab::Sphere:
setDims( 9, 5 );
pStart = m_ctrl.data() + ( 9 + 1 );
break;
default:
ERROR_MESSAGE( "this should be unreachable" );
return;
}
for ( std::size_t h = 0; h < 3; h++, pStart += 9 )
{
pIndex = pCylIndex;
PatchControl* pCtrl = pStart;
for ( std::size_t w = 0; w < 8; w++, pCtrl++ )
{
pCtrl->m_vertex[x] = vPos[pIndex[0]][x];
pCtrl->m_vertex[y] = vPos[pIndex[1]][y];
pCtrl->m_vertex[z] = vPos[h][z];
pIndex += 2;
}
}
switch ( eType )
{
case EPatchPrefab::SqCylinder:
{
PatchControl* pCtrl = m_ctrl.data();
for ( std::size_t h = 0; h < 3; h++, pCtrl += 9 )
{
pCtrl[8].m_vertex = pCtrl[0].m_vertex;
}
}
break;
case EPatchPrefab::DenseCylinder:
case EPatchPrefab::VeryDenseCylinder:
case EPatchPrefab::Cylinder:
{
PatchControl* pCtrl = m_ctrl.data();
for ( std::size_t h = 0; h < 3; h++, pCtrl += 9 )
{
pCtrl[0].m_vertex = pCtrl[8].m_vertex;
}
}
break;
case EPatchPrefab::Cone:
{
PatchControl* pCtrl = m_ctrl.data();
for ( std::size_t h = 0; h < 2; h++, pCtrl += 9 )
{
pCtrl[0].m_vertex = pCtrl[8].m_vertex;
}
}
{
PatchControl* pCtrl = m_ctrl.data() + 9 * 2;
for ( std::size_t w = 0; w < 9; w++, pCtrl++ )
{
pCtrl->m_vertex[x] = vPos[1][x];
pCtrl->m_vertex[y] = vPos[1][y];
pCtrl->m_vertex[z] = vPos[2][z];
}
}
break;
case EPatchPrefab::Sphere:
{
PatchControl* pCtrl = m_ctrl.data() + 9;
for ( std::size_t h = 0; h < 3; h++, pCtrl += 9 )
{
pCtrl[0].m_vertex = pCtrl[8].m_vertex;
}
}
{
PatchControl* pCtrl = m_ctrl.data();
for ( std::size_t w = 0; w < 9; w++, pCtrl++ )
{
pCtrl->m_vertex[x] = vPos[1][x];
pCtrl->m_vertex[y] = vPos[1][y];
pCtrl->m_vertex[z] = vPos[0][z];
}
}
{
PatchControl* pCtrl = m_ctrl.data() + ( 9 * 4 );
for ( std::size_t w = 0; w < 9; w++, pCtrl++ )
{
pCtrl->m_vertex[x] = vPos[1][x];
pCtrl->m_vertex[y] = vPos[1][y];
pCtrl->m_vertex[z] = vPos[2][z];
}
}
break;
default:
ERROR_MESSAGE( "this should be unreachable" );
return;
}
}
else if ( eType == EPatchPrefab::ExactCylinder ) {
int n = ( width - 1 ) / 2; // n = number of segments
setDims( width, height );
// vPos[0] = vector3_subtracted(aabb.origin, aabb.extents);
// vPos[1] = aabb.origin;
// vPos[2] = vector3_added(aabb.origin, aabb.extents);
unsigned int i, j;
float f = 1 / cos( M_PI / n );
for ( i = 0; i < width; ++i )
{
float angle = ( M_PI * i ) / n; // 0 to 2pi
float x_ = vPos[1][x] + ( vPos[2][x] - vPos[1][x] ) * cos( angle ) * ( ( i & 1 ) ? f : 1.0f );
float y_ = vPos[1][y] + ( vPos[2][y] - vPos[1][y] ) * sin( angle ) * ( ( i & 1 ) ? f : 1.0f );
for ( j = 0; j < height; ++j )
{
float z_ = vPos[0][z] + ( vPos[2][z] - vPos[0][z] ) * ( j / (float)( height - 1 ) );
PatchControl *v;
v = &m_ctrl.data()[j * width + i];
v->m_vertex[x] = x_;
v->m_vertex[y] = y_;
v->m_vertex[z] = z_;
}
}
}
else if ( eType == EPatchPrefab::ExactCone ) {
int n = ( width - 1 ) / 2; // n = number of segments
setDims( width, height );
// vPos[0] = vector3_subtracted(aabb.origin, aabb.extents);
// vPos[1] = aabb.origin;
// vPos[2] = vector3_added(aabb.origin, aabb.extents);
unsigned int i, j;
float f = 1 / cos( M_PI / n );
for ( i = 0; i < width; ++i )
{
float angle = ( M_PI * i ) / n;
for ( j = 0; j < height; ++j )
{
float x_ = vPos[1][x] + ( 1.0f - ( j / (float)( height - 1 ) ) ) * ( vPos[2][x] - vPos[1][x] ) * cos( angle ) * ( ( i & 1 ) ? f : 1.0f );
float y_ = vPos[1][y] + ( 1.0f - ( j / (float)( height - 1 ) ) ) * ( vPos[2][y] - vPos[1][y] ) * sin( angle ) * ( ( i & 1 ) ? f : 1.0f );
float z_ = vPos[0][z] + ( vPos[2][z] - vPos[0][z] ) * ( j / (float)( height - 1 ) );
PatchControl *v;
v = &m_ctrl.data()[j * width + i];
v->m_vertex[x] = x_;
v->m_vertex[y] = y_;
v->m_vertex[z] = z_;
}
}
}
else if ( eType == EPatchPrefab::ExactSphere ) {
int n = ( width - 1 ) / 2; // n = number of segments (yaw)
int m = ( height - 1 ) / 2; // m = number of segments (pitch)
setDims( width, height );
// vPos[0] = vector3_subtracted(aabb.origin, aabb.extents);
// vPos[1] = aabb.origin;
// vPos[2] = vector3_added(aabb.origin, aabb.extents);
unsigned int i, j;
float f = 1 / cos( M_PI / n );
float g = 1 / cos( M_PI / ( 2 * m ) );
for ( i = 0; i < width; ++i )
{
float angle = ( M_PI * i ) / n;
for ( j = 0; j < height; ++j )
{
float angle2 = ( M_PI * j ) / ( 2 * m );
float x_ = vPos[1][x] + ( vPos[2][x] - vPos[1][x] ) * sin( angle2 ) * ( ( j & 1 ) ? g : 1.0f ) * cos( angle ) * ( ( i & 1 ) ? f : 1.0f );
float y_ = vPos[1][y] + ( vPos[2][y] - vPos[1][y] ) * sin( angle2 ) * ( ( j & 1 ) ? g : 1.0f ) * sin( angle ) * ( ( i & 1 ) ? f : 1.0f );
float z_ = vPos[1][z] + ( vPos[2][z] - vPos[1][z] ) * -cos( angle2 ) * ( ( j & 1 ) ? g : 1.0f );
PatchControl *v;
v = &m_ctrl.data()[j * width + i];
v->m_vertex[x] = x_;
v->m_vertex[y] = y_;
v->m_vertex[z] = z_;
}
}
}
else if ( eType == EPatchPrefab::Bevel ) {
unsigned char *pIndex;
unsigned char pBevIndex[] =
{
0, 0,
2, 0,
2, 2,
};
setDims( 3, 3 );
PatchControl* pCtrl = m_ctrl.data();
for ( std::size_t h = 0; h < 3; h++ )
{
pIndex = pBevIndex;
for ( std::size_t w = 0; w < 3; w++, pIndex += 2, pCtrl++ )
{
pCtrl->m_vertex[x] = vPos[pIndex[0]][x];
pCtrl->m_vertex[y] = vPos[pIndex[1]][y];
pCtrl->m_vertex[z] = vPos[h][z];
}
}
}
else if ( eType == EPatchPrefab::EndCap ) {
unsigned char *pIndex;
unsigned char pEndIndex[] =
{
2, 0,
2, 2,
1, 2,
0, 2,
0, 0,
};
setDims( 5, 3 );
PatchControl* pCtrl = m_ctrl.data();
for ( std::size_t h = 0; h < 3; h++ )
{
pIndex = pEndIndex;
for ( std::size_t w = 0; w < 5; w++, pIndex += 2, pCtrl++ )
{
pCtrl->m_vertex[x] = vPos[pIndex[0]][x];
pCtrl->m_vertex[y] = vPos[pIndex[1]][y];
pCtrl->m_vertex[z] = vPos[h][z];
}
}
}
if ( eType == EPatchPrefab::DenseCylinder ) {
InsertRemove( true, false, true );
}
if ( eType == EPatchPrefab::VeryDenseCylinder ) {
InsertRemove( true, false, false );
InsertRemove( true, false, true );
}
if ( eType == EPatchPrefab::Plane )
CapTexture();
else
NaturalTexture();
}
void Patch::RenderDebug( RenderStateFlags state ) const {
for ( std::size_t i = 0; i < m_tess.m_numStrips; i++ )
{
gl().glBegin( GL_QUAD_STRIP );
for ( std::size_t j = 0; j < m_tess.m_lenStrips; j++ )
{
gl().glNormal3fv( normal3f_to_array( ( m_tess.m_vertices.data() + m_tess.m_indices[i * m_tess.m_lenStrips + j] )->normal ) );
gl().glTexCoord2fv( texcoord2f_to_array( ( m_tess.m_vertices.data() + m_tess.m_indices[i * m_tess.m_lenStrips + j] )->texcoord ) );
gl().glVertex3fv( vertex3f_to_array( ( m_tess.m_vertices.data() + m_tess.m_indices[i * m_tess.m_lenStrips + j] )->vertex ) );
}
gl().glEnd();
}
}
void RenderablePatchSolid::RenderNormals() const {
const std::size_t width = m_tess.m_numStrips + 1;
const std::size_t height = m_tess.m_lenStrips >> 1;
gl().glBegin( GL_LINES );
for ( std::size_t i = 0; i < width; i++ )
{
for ( std::size_t j = 0; j < height; j++ )
{
{
Vector3 vNormal(
vector3_added(
vertex3f_to_vector3( ( m_tess.m_vertices.data() + ( j * width + i ) )->vertex ),
vector3_scaled( normal3f_to_vector3( ( m_tess.m_vertices.data() + ( j * width + i ) )->normal ), 8 )
)
);
gl().glVertex3fv( vertex3f_to_array( ( m_tess.m_vertices.data() + ( j * width + i ) )->vertex ) );
gl().glVertex3fv( &vNormal[0] );
}
{
Vector3 vNormal(
vector3_added(
vertex3f_to_vector3( ( m_tess.m_vertices.data() + ( j * width + i ) )->vertex ),
vector3_scaled( normal3f_to_vector3( ( m_tess.m_vertices.data() + ( j * width + i ) )->tangent ), 8 )
)
);
gl().glVertex3fv( vertex3f_to_array( ( m_tess.m_vertices.data() + ( j * width + i ) )->vertex ) );
gl().glVertex3fv( &vNormal[0] );
}
{
Vector3 vNormal(
vector3_added(
vertex3f_to_vector3( ( m_tess.m_vertices.data() + ( j * width + i ) )->vertex ),
vector3_scaled( normal3f_to_vector3( ( m_tess.m_vertices.data() + ( j * width + i ) )->bitangent ), 8 )
)
);
gl().glVertex3fv( vertex3f_to_array( ( m_tess.m_vertices.data() + ( j * width + i ) )->vertex ) );
gl().glVertex3fv( &vNormal[0] );
}
}
}
gl().glEnd();
}
#define DEGEN_0a 0x01
#define DEGEN_1a 0x02
#define DEGEN_2a 0x04
#define DEGEN_0b 0x08
#define DEGEN_1b 0x10
#define DEGEN_2b 0x20
#define SPLIT 0x40
#define AVERAGE 0x80
unsigned int subarray_get_degen( PatchControlIter subarray, std::size_t strideU, std::size_t strideV ){
unsigned int nDegen = 0;
const PatchControl* p1;
const PatchControl* p2;
p1 = subarray;
p2 = p1 + strideU;
if ( vector3_equal( p1->m_vertex, p2->m_vertex ) ) {
nDegen |= DEGEN_0a;
}
p1 = p2;
p2 = p1 + strideU;
if ( vector3_equal( p1->m_vertex, p2->m_vertex ) ) {
nDegen |= DEGEN_0b;
}
p1 = subarray + strideV;
p2 = p1 + strideU;
if ( vector3_equal( p1->m_vertex, p2->m_vertex ) ) {
nDegen |= DEGEN_1a;
}
p1 = p2;
p2 = p1 + strideU;
if ( vector3_equal( p1->m_vertex, p2->m_vertex ) ) {
nDegen |= DEGEN_1b;
}
p1 = subarray + ( strideV << 1 );
p2 = p1 + strideU;
if ( vector3_equal( p1->m_vertex, p2->m_vertex ) ) {
nDegen |= DEGEN_2a;
}
p1 = p2;
p2 = p1 + strideU;
if ( vector3_equal( p1->m_vertex, p2->m_vertex ) ) {
nDegen |= DEGEN_2b;
}
return nDegen;
}
inline void deCasteljau3( const Vector3& P0, const Vector3& P1, const Vector3& P2, Vector3& P01, Vector3& P12, Vector3& P012 ){
P01 = vector3_mid( P0, P1 );
P12 = vector3_mid( P1, P2 );
P012 = vector3_mid( P01, P12 );
}
inline void BezierInterpolate3( const Vector3& start, Vector3& left, Vector3& mid, Vector3& right, const Vector3& end ){
left = vector3_mid( start, mid );
right = vector3_mid( mid, end );
mid = vector3_mid( left, right );
}
inline void BezierInterpolate2( const Vector2& start, Vector2& left, Vector2& mid, Vector2& right, const Vector2& end ){
left[0] = float_mid( start[0], mid[0] );
left[1] = float_mid( start[1], mid[1] );
right[0] = float_mid( mid[0], end[0] );
right[1] = float_mid( mid[1], end[1] );
mid[0] = float_mid( left[0], right[0] );
mid[1] = float_mid( left[1], right[1] );
}
inline Vector2& texcoord_for_index( Array<ArbitraryMeshVertex>& vertices, std::size_t index ){
return reinterpret_cast<Vector2&>( vertices[index].texcoord );
}
inline Vector3& vertex_for_index( Array<ArbitraryMeshVertex>& vertices, std::size_t index ){
return reinterpret_cast<Vector3&>( vertices[index].vertex );
}
inline Vector3& normal_for_index( Array<ArbitraryMeshVertex>& vertices, std::size_t index ){
return reinterpret_cast<Vector3&>( vertices[index].normal );
}
inline Vector3& tangent_for_index( Array<ArbitraryMeshVertex>& vertices, std::size_t index ){
return reinterpret_cast<Vector3&>( vertices[index].tangent );
}
inline Vector3& bitangent_for_index( Array<ArbitraryMeshVertex>& vertices, std::size_t index ){
return reinterpret_cast<Vector3&>( vertices[index].bitangent );
}
inline const Vector2& texcoord_for_index( const Array<ArbitraryMeshVertex>& vertices, std::size_t index ){
return reinterpret_cast<const Vector2&>( vertices[index].texcoord );
}
inline const Vector3& vertex_for_index( const Array<ArbitraryMeshVertex>& vertices, std::size_t index ){
return reinterpret_cast<const Vector3&>( vertices[index].vertex );
}
inline const Vector3& normal_for_index( const Array<ArbitraryMeshVertex>& vertices, std::size_t index ){
return reinterpret_cast<const Vector3&>( vertices[index].normal );
}
inline const Vector3& tangent_for_index( const Array<ArbitraryMeshVertex>& vertices, std::size_t index ){
return reinterpret_cast<const Vector3&>( vertices[index].tangent );
}
inline const Vector3& bitangent_for_index( const Array<ArbitraryMeshVertex>& vertices, std::size_t index ){
return reinterpret_cast<const Vector3&>( vertices[index].bitangent );
}
#include "math/curve.h"
inline PatchControl QuadraticBezier_evaluate( const PatchControl* firstPoint, double t ){
PatchControl result = { Vector3( 0, 0, 0 ), Vector2( 0, 0 ) };
double denominator = 0;
{
double weight = BernsteinPolynomial<0, 2>( t );
vector3_add( result.m_vertex, vector3_scaled( firstPoint[0].m_vertex, weight ) );
vector2_add( result.m_texcoord, vector2_scaled( firstPoint[0].m_texcoord, weight ) );
denominator += weight;
}
{
double weight = BernsteinPolynomial<1, 2>( t );
vector3_add( result.m_vertex, vector3_scaled( firstPoint[1].m_vertex, weight ) );
vector2_add( result.m_texcoord, vector2_scaled( firstPoint[1].m_texcoord, weight ) );
denominator += weight;
}
{
double weight = BernsteinPolynomial<2, 2>( t );
vector3_add( result.m_vertex, vector3_scaled( firstPoint[2].m_vertex, weight ) );
vector2_add( result.m_texcoord, vector2_scaled( firstPoint[2].m_texcoord, weight ) );
denominator += weight;
}
vector3_divide( result.m_vertex, denominator );
vector2_divide( result.m_texcoord, denominator );
return result;
}
inline Vector3 vector3_linear_interpolated( const Vector3& a, const Vector3& b, double t ){
return vector3_added( vector3_scaled( a, 1.0 - t ), vector3_scaled( b, t ) );
}
inline Vector2 vector2_linear_interpolated( const Vector2& a, const Vector2& b, double t ){
return vector2_added( vector2_scaled( a, 1.0 - t ), vector2_scaled( b, t ) );
}
void normalise_safe( Vector3& normal ){
if ( !vector3_equal( normal, g_vector3_identity ) ) {
vector3_normalise( normal );
}
}
inline void QuadraticBezier_evaluate( const PatchControl& a, const PatchControl& b, const PatchControl& c, double t, PatchControl& point, PatchControl& left, PatchControl& right ){
left.m_vertex = vector3_linear_interpolated( a.m_vertex, b.m_vertex, t );
left.m_texcoord = vector2_linear_interpolated( a.m_texcoord, b.m_texcoord, t );
right.m_vertex = vector3_linear_interpolated( b.m_vertex, c.m_vertex, t );
right.m_texcoord = vector2_linear_interpolated( b.m_texcoord, c.m_texcoord, t );
point.m_vertex = vector3_linear_interpolated( left.m_vertex, right.m_vertex, t );
point.m_texcoord = vector2_linear_interpolated( left.m_texcoord, right.m_texcoord, t );
}
void Patch::TesselateSubMatrixFixed( ArbitraryMeshVertex* vertices, std::size_t strideX, std::size_t strideY, unsigned int nFlagsX, unsigned int nFlagsY, PatchControl* subMatrix[3][3] ){
double incrementU = 1.0 / m_subdivisions_x;
double incrementV = 1.0 / m_subdivisions_y;
const std::size_t width = m_subdivisions_x + 1;
const std::size_t height = m_subdivisions_y + 1;
for ( std::size_t i = 0; i != width; ++i )
{
double tU = ( i + 1 == width ) ? 1 : i * incrementU;
PatchControl pointX[3];
PatchControl leftX[3];
PatchControl rightX[3];
QuadraticBezier_evaluate( *subMatrix[0][0], *subMatrix[0][1], *subMatrix[0][2], tU, pointX[0], leftX[0], rightX[0] );
QuadraticBezier_evaluate( *subMatrix[1][0], *subMatrix[1][1], *subMatrix[1][2], tU, pointX[1], leftX[1], rightX[1] );
QuadraticBezier_evaluate( *subMatrix[2][0], *subMatrix[2][1], *subMatrix[2][2], tU, pointX[2], leftX[2], rightX[2] );
ArbitraryMeshVertex* p = vertices + i * strideX;
for ( std::size_t j = 0; j != height; ++j )
{
if ( ( j == 0 || j + 1 == height ) && ( i == 0 || i + 1 == width ) ) {
}
else
{
double tV = ( j + 1 == height ) ? 1 : j * incrementV;
PatchControl pointY[3];
PatchControl leftY[3];
PatchControl rightY[3];
QuadraticBezier_evaluate( *subMatrix[0][0], *subMatrix[1][0], *subMatrix[2][0], tV, pointY[0], leftY[0], rightY[0] );
QuadraticBezier_evaluate( *subMatrix[0][1], *subMatrix[1][1], *subMatrix[2][1], tV, pointY[1], leftY[1], rightY[1] );
QuadraticBezier_evaluate( *subMatrix[0][2], *subMatrix[1][2], *subMatrix[2][2], tV, pointY[2], leftY[2], rightY[2] );
PatchControl point;
PatchControl left;
PatchControl right;
QuadraticBezier_evaluate( pointX[0], pointX[1], pointX[2], tV, point, left, right );
PatchControl up;
PatchControl down;
QuadraticBezier_evaluate( pointY[0], pointY[1], pointY[2], tU, point, up, down );
vertex3f_to_vector3( p->vertex ) = point.m_vertex;
texcoord2f_to_vector2( p->texcoord ) = point.m_texcoord;
ArbitraryMeshVertex a, b, c;
a.vertex = vertex3f_for_vector3( left.m_vertex );
a.texcoord = texcoord2f_for_vector2( left.m_texcoord );
b.vertex = vertex3f_for_vector3( right.m_vertex );
b.texcoord = texcoord2f_for_vector2( right.m_texcoord );
if ( i != 0 ) {
c.vertex = vertex3f_for_vector3( up.m_vertex );
c.texcoord = texcoord2f_for_vector2( up.m_texcoord );
}
else
{
c.vertex = vertex3f_for_vector3( down.m_vertex );
c.texcoord = texcoord2f_for_vector2( down.m_texcoord );
}
Vector3 normal = vector3_normalised( vector3_cross( right.m_vertex - left.m_vertex, up.m_vertex - down.m_vertex ) );
Vector3 tangent, bitangent;
ArbitraryMeshTriangle_calcTangents( a, b, c, tangent, bitangent );
vector3_normalise( tangent );
vector3_normalise( bitangent );
if ( ( ( nFlagsX & AVERAGE ) != 0 && i == 0 ) || ( ( nFlagsY & AVERAGE ) != 0 && j == 0 ) ) {
normal3f_to_vector3( p->normal ) = vector3_normalised( vector3_added( normal3f_to_vector3( p->normal ), normal ) );
normal3f_to_vector3( p->tangent ) = vector3_normalised( vector3_added( normal3f_to_vector3( p->tangent ), tangent ) );
normal3f_to_vector3( p->bitangent ) = vector3_normalised( vector3_added( normal3f_to_vector3( p->bitangent ), bitangent ) );
}
else
{
normal3f_to_vector3( p->normal ) = normal;
normal3f_to_vector3( p->tangent ) = tangent;
normal3f_to_vector3( p->bitangent ) = bitangent;
}
}
p += strideY;
}
}
}
void Patch::TesselateSubMatrix( const BezierCurveTree *BX, const BezierCurveTree *BY,
std::size_t offStartX, std::size_t offStartY,
std::size_t offEndX, std::size_t offEndY,
std::size_t nFlagsX, std::size_t nFlagsY,
Vector3& left, Vector3& mid, Vector3& right,
Vector2& texLeft, Vector2& texMid, Vector2& texRight,
bool bTranspose ){
int newFlagsX, newFlagsY;
Vector3 tmp;
Vector3 vertex_0_0, vertex_0_1, vertex_1_0, vertex_1_1, vertex_2_0, vertex_2_1;
Vector2 texTmp;
Vector2 texcoord_0_0, texcoord_0_1, texcoord_1_0, texcoord_1_1, texcoord_2_0, texcoord_2_1;
{
// texcoords
BezierInterpolate2( texcoord_for_index( m_tess.m_vertices, offStartX + offStartY ),
texcoord_0_0,
texcoord_for_index( m_tess.m_vertices, BX->index + offStartY ),
texcoord_0_1,
texcoord_for_index( m_tess.m_vertices, offEndX + offStartY ) );
BezierInterpolate2( texcoord_for_index( m_tess.m_vertices, offStartX + offEndY ),
texcoord_2_0,
texcoord_for_index( m_tess.m_vertices, BX->index + offEndY ),
texcoord_2_1,
texcoord_for_index( m_tess.m_vertices, offEndX + offEndY ) );
texTmp = texMid;
BezierInterpolate2( texLeft,
texcoord_1_0,
texTmp,
texcoord_1_1,
texRight );
if ( !BezierCurveTree_isLeaf( BY ) ) {
texcoord_for_index( m_tess.m_vertices, BX->index + BY->index ) = texTmp;
}
if ( !BezierCurveTree_isLeaf( BX->left ) ) {
texcoord_for_index( m_tess.m_vertices, BX->left->index + offStartY ) = texcoord_0_0;
texcoord_for_index( m_tess.m_vertices, BX->left->index + offEndY ) = texcoord_2_0;
if ( !BezierCurveTree_isLeaf( BY ) ) {
texcoord_for_index( m_tess.m_vertices, BX->left->index + BY->index ) = texcoord_1_0;
}
}
if ( !BezierCurveTree_isLeaf( BX->right ) ) {
texcoord_for_index( m_tess.m_vertices, BX->right->index + offStartY ) = texcoord_0_1;
texcoord_for_index( m_tess.m_vertices, BX->right->index + offEndY ) = texcoord_2_1;
if ( !BezierCurveTree_isLeaf( BY ) ) {
texcoord_for_index( m_tess.m_vertices, BX->right->index + BY->index ) = texcoord_1_1;
}
}
// verts
BezierInterpolate3( vertex_for_index( m_tess.m_vertices, offStartX + offStartY ),
vertex_0_0,
vertex_for_index( m_tess.m_vertices, BX->index + offStartY ),
vertex_0_1,
vertex_for_index( m_tess.m_vertices, offEndX + offStartY ) );
BezierInterpolate3( vertex_for_index( m_tess.m_vertices, offStartX + offEndY ),
vertex_2_0,
vertex_for_index( m_tess.m_vertices, BX->index + offEndY ),
vertex_2_1,
vertex_for_index( m_tess.m_vertices, offEndX + offEndY ) );
tmp = mid;
BezierInterpolate3( left,
vertex_1_0,
tmp,
vertex_1_1,
right );
if ( !BezierCurveTree_isLeaf( BY ) ) {
vertex_for_index( m_tess.m_vertices, BX->index + BY->index ) = tmp;
}
if ( !BezierCurveTree_isLeaf( BX->left ) ) {
vertex_for_index( m_tess.m_vertices, BX->left->index + offStartY ) = vertex_0_0;
vertex_for_index( m_tess.m_vertices, BX->left->index + offEndY ) = vertex_2_0;
if ( !BezierCurveTree_isLeaf( BY ) ) {
vertex_for_index( m_tess.m_vertices, BX->left->index + BY->index ) = vertex_1_0;
}
}
if ( !BezierCurveTree_isLeaf( BX->right ) ) {
vertex_for_index( m_tess.m_vertices, BX->right->index + offStartY ) = vertex_0_1;
vertex_for_index( m_tess.m_vertices, BX->right->index + offEndY ) = vertex_2_1;
if ( !BezierCurveTree_isLeaf( BY ) ) {
vertex_for_index( m_tess.m_vertices, BX->right->index + BY->index ) = vertex_1_1;
}
}
// normals
if ( nFlagsX & SPLIT ) {
ArbitraryMeshVertex a, b, c;
Vector3 tangentU;
if ( !( nFlagsX & DEGEN_0a ) || !( nFlagsX & DEGEN_0b ) ) {
tangentU = vector3_subtracted( vertex_0_1, vertex_0_0 );
a.vertex = vertex3f_for_vector3( vertex_0_0 );
a.texcoord = texcoord2f_for_vector2( texcoord_0_0 );
c.vertex = vertex3f_for_vector3( vertex_0_1 );
c.texcoord = texcoord2f_for_vector2( texcoord_0_1 );
}
else if ( !( nFlagsX & DEGEN_1a ) || !( nFlagsX & DEGEN_1b ) ) {
tangentU = vector3_subtracted( vertex_1_1, vertex_1_0 );
a.vertex = vertex3f_for_vector3( vertex_1_0 );
a.texcoord = texcoord2f_for_vector2( texcoord_1_0 );
c.vertex = vertex3f_for_vector3( vertex_1_1 );
c.texcoord = texcoord2f_for_vector2( texcoord_1_1 );
}
else
{
tangentU = vector3_subtracted( vertex_2_1, vertex_2_0 );
a.vertex = vertex3f_for_vector3( vertex_2_0 );
a.texcoord = texcoord2f_for_vector2( texcoord_2_0 );
c.vertex = vertex3f_for_vector3( vertex_2_1 );
c.texcoord = texcoord2f_for_vector2( texcoord_2_1 );
}
Vector3 tangentV;
if ( ( nFlagsY & DEGEN_0a ) && ( nFlagsY & DEGEN_1a ) && ( nFlagsY & DEGEN_2a ) ) {
tangentV = vector3_subtracted( vertex_for_index( m_tess.m_vertices, BX->index + offEndY ), tmp );
b.vertex = vertex3f_for_vector3( tmp ); //m_tess.m_vertices[BX->index + offEndY].vertex;
b.texcoord = texcoord2f_for_vector2( texTmp ); //m_tess.m_vertices[BX->index + offEndY].texcoord;
}
else
{
tangentV = vector3_subtracted( tmp, vertex_for_index( m_tess.m_vertices, BX->index + offStartY ) );
b.vertex = vertex3f_for_vector3( tmp ); //m_tess.m_vertices[BX->index + offStartY].vertex;
b.texcoord = texcoord2f_for_vector2( texTmp ); //m_tess.m_vertices[BX->index + offStartY].texcoord;
}
Vector3 normal, s, t;
ArbitraryMeshVertex& v = m_tess.m_vertices[offStartY + BX->index];
Vector3& p = normal3f_to_vector3( v.normal );
Vector3& ps = normal3f_to_vector3( v.tangent );
Vector3& pt = normal3f_to_vector3( v.bitangent );
if ( bTranspose ) {
normal = vector3_cross( tangentV, tangentU );
}
else
{
normal = vector3_cross( tangentU, tangentV );
}
normalise_safe( normal );
ArbitraryMeshTriangle_calcTangents( a, b, c, s, t );
normalise_safe( s );
normalise_safe( t );
if ( nFlagsX & AVERAGE ) {
p = vector3_normalised( vector3_added( p, normal ) );
ps = vector3_normalised( vector3_added( ps, s ) );
pt = vector3_normalised( vector3_added( pt, t ) );
}
else
{
p = normal;
ps = s;
pt = t;
}
}
{
ArbitraryMeshVertex a, b, c;
Vector3 tangentU;
if ( !( nFlagsX & DEGEN_2a ) || !( nFlagsX & DEGEN_2b ) ) {
tangentU = vector3_subtracted( vertex_2_1, vertex_2_0 );
a.vertex = vertex3f_for_vector3( vertex_2_0 );
a.texcoord = texcoord2f_for_vector2( texcoord_2_0 );
c.vertex = vertex3f_for_vector3( vertex_2_1 );
c.texcoord = texcoord2f_for_vector2( texcoord_2_1 );
}
else if ( !( nFlagsX & DEGEN_1a ) || !( nFlagsX & DEGEN_1b ) ) {
tangentU = vector3_subtracted( vertex_1_1, vertex_1_0 );
a.vertex = vertex3f_for_vector3( vertex_1_0 );
a.texcoord = texcoord2f_for_vector2( texcoord_1_0 );
c.vertex = vertex3f_for_vector3( vertex_1_1 );
c.texcoord = texcoord2f_for_vector2( texcoord_1_1 );
}
else
{
tangentU = vector3_subtracted( vertex_0_1, vertex_0_0 );
a.vertex = vertex3f_for_vector3( vertex_0_0 );
a.texcoord = texcoord2f_for_vector2( texcoord_0_0 );
c.vertex = vertex3f_for_vector3( vertex_0_1 );
c.texcoord = texcoord2f_for_vector2( texcoord_0_1 );
}
Vector3 tangentV;
if ( ( nFlagsY & DEGEN_0b ) && ( nFlagsY & DEGEN_1b ) && ( nFlagsY & DEGEN_2b ) ) {
tangentV = vector3_subtracted( tmp, vertex_for_index( m_tess.m_vertices, BX->index + offStartY ) );
b.vertex = vertex3f_for_vector3( tmp ); //m_tess.m_vertices[BX->index + offStartY].vertex;
b.texcoord = texcoord2f_for_vector2( texTmp ); //m_tess.m_vertices[BX->index + offStartY].texcoord;
}
else
{
tangentV = vector3_subtracted( vertex_for_index( m_tess.m_vertices, BX->index + offEndY ), tmp );
b.vertex = vertex3f_for_vector3( tmp ); //m_tess.m_vertices[BX->index + offEndY].vertex;
b.texcoord = texcoord2f_for_vector2( texTmp ); //m_tess.m_vertices[BX->index + offEndY].texcoord;
}
ArbitraryMeshVertex& v = m_tess.m_vertices[offEndY + BX->index];
Vector3& p = normal3f_to_vector3( v.normal );
Vector3& ps = normal3f_to_vector3( v.tangent );
Vector3& pt = normal3f_to_vector3( v.bitangent );
if ( bTranspose ) {
p = vector3_cross( tangentV, tangentU );
}
else
{
p = vector3_cross( tangentU, tangentV );
}
normalise_safe( p );
ArbitraryMeshTriangle_calcTangents( a, b, c, ps, pt );
normalise_safe( ps );
normalise_safe( pt );
}
}
newFlagsX = newFlagsY = 0;
if ( ( nFlagsX & DEGEN_0a ) && ( nFlagsX & DEGEN_0b ) ) {
newFlagsX |= DEGEN_0a;
newFlagsX |= DEGEN_0b;
}
if ( ( nFlagsX & DEGEN_1a ) && ( nFlagsX & DEGEN_1b ) ) {
newFlagsX |= DEGEN_1a;
newFlagsX |= DEGEN_1b;
}
if ( ( nFlagsX & DEGEN_2a ) && ( nFlagsX & DEGEN_2b ) ) {
newFlagsX |= DEGEN_2a;
newFlagsX |= DEGEN_2b;
}
if ( ( nFlagsY & DEGEN_0a ) && ( nFlagsY & DEGEN_1a ) && ( nFlagsY & DEGEN_2a ) ) {
newFlagsY |= DEGEN_0a;
newFlagsY |= DEGEN_1a;
newFlagsY |= DEGEN_2a;
}
if ( ( nFlagsY & DEGEN_0b ) && ( nFlagsY & DEGEN_1b ) && ( nFlagsY & DEGEN_2b ) ) {
newFlagsY |= DEGEN_0b;
newFlagsY |= DEGEN_1b;
newFlagsY |= DEGEN_2b;
}
//if((nFlagsX & DEGEN_0a) && (nFlagsX & DEGEN_1a) && (nFlagsX & DEGEN_2a)) { newFlagsX |= DEGEN_0a; newFlagsX |= DEGEN_1a; newFlagsX |= DEGEN_2a; }
//if((nFlagsX & DEGEN_0b) && (nFlagsX & DEGEN_1b) && (nFlagsX & DEGEN_2b)) { newFlagsX |= DEGEN_0b; newFlagsX |= DEGEN_1b; newFlagsX |= DEGEN_2b; }
newFlagsX |= ( nFlagsX & SPLIT );
newFlagsX |= ( nFlagsX & AVERAGE );
if ( !BezierCurveTree_isLeaf( BY ) ) {
{
int nTemp = newFlagsY;
if ( ( nFlagsY & DEGEN_0a ) && ( nFlagsY & DEGEN_0b ) ) {
newFlagsY |= DEGEN_0a;
newFlagsY |= DEGEN_0b;
}
newFlagsY |= ( nFlagsY & SPLIT );
newFlagsY |= ( nFlagsY & AVERAGE );
Vector3& p = vertex_for_index( m_tess.m_vertices, BX->index + BY->index );
Vector3 vTemp( p );
Vector2& p2 = texcoord_for_index( m_tess.m_vertices, BX->index + BY->index );
Vector2 stTemp( p2 );
TesselateSubMatrix( BY, BX->left,
offStartY, offStartX,
offEndY, BX->index,
newFlagsY, newFlagsX,
vertex_0_0, vertex_1_0, vertex_2_0,
texcoord_0_0, texcoord_1_0, texcoord_2_0,
!bTranspose );
newFlagsY = nTemp;
p = vTemp;
p2 = stTemp;
}
if ( ( nFlagsY & DEGEN_2a ) && ( nFlagsY & DEGEN_2b ) ) {
newFlagsY |= DEGEN_2a;
newFlagsY |= DEGEN_2b;
}
TesselateSubMatrix( BY, BX->right,
offStartY, BX->index,
offEndY, offEndX,
newFlagsY, newFlagsX,
vertex_0_1, vertex_1_1, vertex_2_1,
texcoord_0_1, texcoord_1_1, texcoord_2_1,
!bTranspose );
}
else
{
if ( !BezierCurveTree_isLeaf( BX->left ) ) {
TesselateSubMatrix( BX->left, BY,
offStartX, offStartY,
BX->index, offEndY,
newFlagsX, newFlagsY,
left, vertex_1_0, tmp,
texLeft, texcoord_1_0, texTmp,
bTranspose );
}
if ( !BezierCurveTree_isLeaf( BX->right ) ) {
TesselateSubMatrix( BX->right, BY,
BX->index, offStartY,
offEndX, offEndY,
newFlagsX, newFlagsY,
tmp, vertex_1_1, right,
texTmp, texcoord_1_1, texRight,
bTranspose );
}
}
}
void Patch::BuildTesselationCurves( EMatrixMajor major ){
std::size_t nArrayStride, length, cross, strideU, strideV;
switch ( major )
{
case ROW:
nArrayStride = 1;
length = ( m_width - 1 ) >> 1;
cross = m_height;
strideU = 1;
strideV = m_width;
if ( !m_patchDef3 ) {
BezierCurveTreeArray_deleteAll( m_tess.m_curveTreeU );
}
break;
case COL:
nArrayStride = m_tess.m_nArrayWidth;
length = ( m_height - 1 ) >> 1;
cross = m_width;
strideU = m_width;
strideV = 1;
if ( !m_patchDef3 ) {
BezierCurveTreeArray_deleteAll( m_tess.m_curveTreeV );
}
break;
default:
ERROR_MESSAGE( "neither row-major nor column-major" );
return;
}
Array<std::size_t> arrayLength( length );
Array<BezierCurveTree*> pCurveTree( length );
std::size_t nArrayLength = 1;
if ( m_patchDef3 ) {
for ( Array<std::size_t>::iterator i = arrayLength.begin(); i != arrayLength.end(); ++i )
{
*i = Array<std::size_t>::value_type( ( major == ROW ) ? m_subdivisions_x : m_subdivisions_y );
nArrayLength += *i;
}
}
else
{
// create a list of the horizontal control curves in each column of sub-patches
// adaptively tesselate each horizontal control curve in the list
// create a binary tree representing the combined tesselation of the list
for ( std::size_t i = 0; i != length; ++i )
{
PatchControl* p1 = m_ctrlTransformed.data() + ( i * 2 * strideU );
std::forward_list<BezierCurve> curveList;
for ( std::size_t j = 0; j < cross; j += 2 )
{
PatchControl* p2 = p1 + strideV;
PatchControl* p3 = p2 + strideV;
// directly taken from one row of control points
{
BezierCurve& curve = curveList.emplace_front();
curve.crd = ( p1 + strideU )->m_vertex;
curve.left = p1->m_vertex;
curve.right = ( p1 + ( strideU << 1 ) )->m_vertex;
}
if ( j + 2 >= cross ) {
break;
}
// interpolated from three columns of control points
{
BezierCurve& curve = curveList.emplace_front();
curve.crd = vector3_mid( ( p1 + strideU )->m_vertex, ( p3 + strideU )->m_vertex );
curve.left = vector3_mid( p1->m_vertex, p3->m_vertex );
curve.right = vector3_mid( ( p1 + ( strideU << 1 ) )->m_vertex, ( p3 + ( strideU << 1 ) )->m_vertex );
curve.crd = vector3_mid( curve.crd, ( p2 + strideU )->m_vertex );
curve.left = vector3_mid( curve.left, p2->m_vertex );
curve.right = vector3_mid( curve.right, ( p2 + ( strideU << 1 ) )->m_vertex );
}
p1 = p3;
}
pCurveTree[i] = new BezierCurveTree;
BezierCurveTree_FromCurveList( pCurveTree[i], curveList );
// set up array indices for binary tree
// accumulate subarray width
arrayLength[i] = Array<std::size_t>::value_type( BezierCurveTree_Setup( pCurveTree[i], nArrayLength, nArrayStride ) - ( nArrayLength - 1 ) );
// accumulate total array width
nArrayLength += arrayLength[i];
}
}
switch ( major )
{
case ROW:
m_tess.m_nArrayWidth = nArrayLength;
std::swap( m_tess.m_arrayWidth, arrayLength );
if ( !m_patchDef3 ) {
std::swap( m_tess.m_curveTreeU, pCurveTree );
}
break;
case COL:
m_tess.m_nArrayHeight = nArrayLength;
std::swap( m_tess.m_arrayHeight, arrayLength );
if ( !m_patchDef3 ) {
std::swap( m_tess.m_curveTreeV, pCurveTree );
}
break;
}
}
inline void vertex_assign_ctrl( ArbitraryMeshVertex& vertex, const PatchControl& ctrl ){
vertex.vertex = vertex3f_for_vector3( ctrl.m_vertex );
vertex.texcoord = texcoord2f_for_vector2( ctrl.m_texcoord );
}
inline void vertex_clear_normal( ArbitraryMeshVertex& vertex ){
vertex.normal = Normal3f( 0, 0, 0 );
vertex.tangent = Normal3f( 0, 0, 0 );
vertex.bitangent = Normal3f( 0, 0, 0 );
}
inline void tangents_remove_degenerate( Vector3 tangents[6], Vector2 textureTangents[6], unsigned int flags ){
if ( flags & DEGEN_0a ) {
const std::size_t i =
( flags & DEGEN_0b )
? ( flags & DEGEN_1a )
? ( flags & DEGEN_1b )
? ( flags & DEGEN_2a )
? 5
: 4
: 3
: 2
: 1;
tangents[0] = tangents[i];
textureTangents[0] = textureTangents[i];
}
if ( flags & DEGEN_0b ) {
const std::size_t i =
( flags & DEGEN_0a )
? ( flags & DEGEN_1b )
? ( flags & DEGEN_1a )
? ( flags & DEGEN_2b )
? 4
: 5
: 2
: 3
: 0;
tangents[1] = tangents[i];
textureTangents[1] = textureTangents[i];
}
if ( flags & DEGEN_2a ) {
const std::size_t i =
( flags & DEGEN_2b )
? ( flags & DEGEN_1a )
? ( flags & DEGEN_1b )
? ( flags & DEGEN_0a )
? 1
: 0
: 3
: 2
: 5;
tangents[4] = tangents[i];
textureTangents[4] = textureTangents[i];
}
if ( flags & DEGEN_2b ) {
const std::size_t i =
( flags & DEGEN_2a )
? ( flags & DEGEN_1b )
? ( flags & DEGEN_1a )
? ( flags & DEGEN_0b )
? 0
: 1
: 2
: 3
: 4;
tangents[5] = tangents[i];
textureTangents[5] = textureTangents[i];
}
}
void bestTangents00( unsigned int degenerateFlags, double dot, double length, std::size_t& index0, std::size_t& index1 ){
if ( fabs( dot + length ) < 0.001 ) { // opposing direction = degenerate
if ( !( degenerateFlags & DEGEN_1a ) ) { // if this tangent is degenerate we cannot use it
index0 = 2;
index1 = 0;
}
else if ( !( degenerateFlags & DEGEN_0b ) ) {
index0 = 0;
index1 = 1;
}
else
{
index0 = 1;
index1 = 0;
}
}
else if ( fabs( dot - length ) < 0.001 ) { // same direction = degenerate
if ( degenerateFlags & DEGEN_0b ) {
index0 = 0;
index1 = 1;
}
else
{
index0 = 1;
index1 = 0;
}
}
}
void bestTangents01( unsigned int degenerateFlags, double dot, double length, std::size_t& index0, std::size_t& index1 ){
if ( fabs( dot - length ) < 0.001 ) { // same direction = degenerate
if ( !( degenerateFlags & DEGEN_1a ) ) { // if this tangent is degenerate we cannot use it
index0 = 2;
index1 = 1;
}
else if ( !( degenerateFlags & DEGEN_2b ) ) {
index0 = 4;
index1 = 0;
}
else
{
index0 = 5;
index1 = 1;
}
}
else if ( fabs( dot + length ) < 0.001 ) { // opposing direction = degenerate
if ( degenerateFlags & DEGEN_2b ) {
index0 = 4;
index1 = 0;
}
else
{
index0 = 5;
index1 = 1;
}
}
}
void bestTangents10( unsigned int degenerateFlags, double dot, double length, std::size_t& index0, std::size_t& index1 ){
if ( fabs( dot - length ) < 0.001 ) { // same direction = degenerate
if ( !( degenerateFlags & DEGEN_1b ) ) { // if this tangent is degenerate we cannot use it
index0 = 3;
index1 = 4;
}
else if ( !( degenerateFlags & DEGEN_0a ) ) {
index0 = 1;
index1 = 5;
}
else
{
index0 = 0;
index1 = 4;
}
}
else if ( fabs( dot + length ) < 0.001 ) { // opposing direction = degenerate
if ( degenerateFlags & DEGEN_0a ) {
index0 = 1;
index1 = 5;
}
else
{
index0 = 0;
index1 = 4;
}
}
}
void bestTangents11( unsigned int degenerateFlags, double dot, double length, std::size_t& index0, std::size_t& index1 ){
if ( fabs( dot + length ) < 0.001 ) { // opposing direction = degenerate
if ( !( degenerateFlags & DEGEN_1b ) ) { // if this tangent is degenerate we cannot use it
index0 = 3;
index1 = 5;
}
else if ( !( degenerateFlags & DEGEN_2a ) ) {
index0 = 5;
index1 = 4;
}
else
{
index0 = 4;
index1 = 5;
}
}
else if ( fabs( dot - length ) < 0.001 ) { // same direction = degenerate
if ( degenerateFlags & DEGEN_2a ) {
index0 = 5;
index1 = 4;
}
else
{
index0 = 4;
index1 = 5;
}
}
}
void Patch::accumulateVertexTangentSpace( std::size_t index, Vector3 tangentX[6], Vector3 tangentY[6], Vector2 tangentS[6], Vector2 tangentT[6], std::size_t index0, std::size_t index1 ){
{
Vector3 normal( vector3_cross( tangentX[index0], tangentY[index1] ) );
if ( !vector3_equal( normal, g_vector3_identity ) ) {
vector3_add( normal_for_index( m_tess.m_vertices, index ), vector3_normalised( normal ) );
}
}
{
ArbitraryMeshVertex a, b, c;
a.vertex = Vertex3f( 0, 0, 0 );
a.texcoord = TexCoord2f( 0, 0 );
b.vertex = vertex3f_for_vector3( tangentX[index0] );
b.texcoord = texcoord2f_for_vector2( tangentS[index0] );
c.vertex = vertex3f_for_vector3( tangentY[index1] );
c.texcoord = texcoord2f_for_vector2( tangentT[index1] );
Vector3 s, t;
ArbitraryMeshTriangle_calcTangents( a, b, c, s, t );
if ( !vector3_equal( s, g_vector3_identity ) ) {
vector3_add( tangent_for_index( m_tess.m_vertices, index ), vector3_normalised( s ) );
}
if ( !vector3_equal( t, g_vector3_identity ) ) {
vector3_add( bitangent_for_index( m_tess.m_vertices, index ), vector3_normalised( t ) );
}
}
}
const std::size_t PATCH_MAX_VERTEX_ARRAY = 1048576;
void Patch::BuildVertexArray(){
const std::size_t strideU = 1;
const std::size_t strideV = m_width;
const std::size_t numElems = m_tess.m_nArrayWidth * m_tess.m_nArrayHeight; // total number of elements in vertex array
const bool bWidthStrips = ( m_tess.m_nArrayWidth >= m_tess.m_nArrayHeight ); // decide if horizontal strips are longer than vertical
// allocate vertex, normal, texcoord and primitive-index arrays
m_tess.m_vertices.resize( numElems );
m_tess.m_indices.resize( m_tess.m_nArrayWidth * 2 * ( m_tess.m_nArrayHeight - 1 ) );
// set up strip indices
if ( bWidthStrips ) {
m_tess.m_numStrips = m_tess.m_nArrayHeight - 1;
m_tess.m_lenStrips = m_tess.m_nArrayWidth * 2;
for ( std::size_t i = 0; i < m_tess.m_nArrayWidth; i++ )
{
for ( std::size_t j = 0; j < m_tess.m_numStrips; j++ )
{
m_tess.m_indices[( j * m_tess.m_lenStrips ) + i * 2] = RenderIndex( j * m_tess.m_nArrayWidth + i );
m_tess.m_indices[( j * m_tess.m_lenStrips ) + i * 2 + 1] = RenderIndex( ( j + 1 ) * m_tess.m_nArrayWidth + i );
// reverse because radiant uses CULL_FRONT
//m_tess.m_indices[(j*m_tess.m_lenStrips)+i*2+1] = RenderIndex(j*m_tess.m_nArrayWidth+i);
//m_tess.m_indices[(j*m_tess.m_lenStrips)+i*2] = RenderIndex((j+1)*m_tess.m_nArrayWidth+i);
}
}
}
else
{
m_tess.m_numStrips = m_tess.m_nArrayWidth - 1;
m_tess.m_lenStrips = m_tess.m_nArrayHeight * 2;
for ( std::size_t i = 0; i < m_tess.m_nArrayHeight; i++ )
{
for ( std::size_t j = 0; j < m_tess.m_numStrips; j++ )
{
m_tess.m_indices[( j * m_tess.m_lenStrips ) + i * 2] = RenderIndex( ( ( m_tess.m_nArrayHeight - 1 ) - i ) * m_tess.m_nArrayWidth + j );
m_tess.m_indices[( j * m_tess.m_lenStrips ) + i * 2 + 1] = RenderIndex( ( ( m_tess.m_nArrayHeight - 1 ) - i ) * m_tess.m_nArrayWidth + j + 1 );
// reverse because radiant uses CULL_FRONT
//m_tess.m_indices[(j*m_tess.m_lenStrips)+i*2+1] = RenderIndex(((m_tess.m_nArrayHeight-1)-i)*m_tess.m_nArrayWidth+j);
//m_tess.m_indices[(j*m_tess.m_lenStrips)+i*2] = RenderIndex(((m_tess.m_nArrayHeight-1)-i)*m_tess.m_nArrayWidth+j+1);
}
}
}
{
PatchControlIter pCtrl = m_ctrlTransformed.data();
for ( std::size_t j = 0, offStartY = 0; j + 1 < m_height; j += 2, pCtrl += ( strideU + strideV ) )
{
// set up array offsets for this sub-patch
const bool leafY = ( m_patchDef3 ) ? false : BezierCurveTree_isLeaf( m_tess.m_curveTreeV[j >> 1] );
const std::size_t offMidY = ( m_patchDef3 ) ? 0 : m_tess.m_curveTreeV[j >> 1]->index;
const std::size_t widthY = m_tess.m_arrayHeight[j >> 1] * m_tess.m_nArrayWidth;
const std::size_t offEndY = offStartY + widthY;
for ( std::size_t i = 0, offStartX = 0; i + 1 < m_width; i += 2, pCtrl += ( strideU << 1 ) )
{
const bool leafX = ( m_patchDef3 ) ? false : BezierCurveTree_isLeaf( m_tess.m_curveTreeU[i >> 1] );
const std::size_t offMidX = ( m_patchDef3 ) ? 0 : m_tess.m_curveTreeU[i >> 1]->index;
const std::size_t widthX = m_tess.m_arrayWidth[i >> 1];
const std::size_t offEndX = offStartX + widthX;
PatchControl *subMatrix[3][3];
subMatrix[0][0] = pCtrl;
subMatrix[0][1] = subMatrix[0][0] + strideU;
subMatrix[0][2] = subMatrix[0][1] + strideU;
subMatrix[1][0] = subMatrix[0][0] + strideV;
subMatrix[1][1] = subMatrix[1][0] + strideU;
subMatrix[1][2] = subMatrix[1][1] + strideU;
subMatrix[2][0] = subMatrix[1][0] + strideV;
subMatrix[2][1] = subMatrix[2][0] + strideU;
subMatrix[2][2] = subMatrix[2][1] + strideU;
// assign on-patch control points to vertex array
if ( i == 0 && j == 0 ) {
vertex_clear_normal( m_tess.m_vertices[offStartX + offStartY] );
}
vertex_assign_ctrl( m_tess.m_vertices[offStartX + offStartY], *subMatrix[0][0] );
if ( j == 0 ) {
vertex_clear_normal( m_tess.m_vertices[offEndX + offStartY] );
}
vertex_assign_ctrl( m_tess.m_vertices[offEndX + offStartY], *subMatrix[0][2] );
if ( i == 0 ) {
vertex_clear_normal( m_tess.m_vertices[offStartX + offEndY] );
}
vertex_assign_ctrl( m_tess.m_vertices[offStartX + offEndY], *subMatrix[2][0] );
vertex_clear_normal( m_tess.m_vertices[offEndX + offEndY] );
vertex_assign_ctrl( m_tess.m_vertices[offEndX + offEndY], *subMatrix[2][2] );
if ( !m_patchDef3 ) {
// assign remaining control points to vertex array
if ( !leafX ) {
vertex_assign_ctrl( m_tess.m_vertices[offMidX + offStartY], *subMatrix[0][1] );
vertex_assign_ctrl( m_tess.m_vertices[offMidX + offEndY], *subMatrix[2][1] );
}
if ( !leafY ) {
vertex_assign_ctrl( m_tess.m_vertices[offStartX + offMidY], *subMatrix[1][0] );
vertex_assign_ctrl( m_tess.m_vertices[offEndX + offMidY], *subMatrix[1][2] );
if ( !leafX ) {
vertex_assign_ctrl( m_tess.m_vertices[offMidX + offMidY], *subMatrix[1][1] );
}
}
}
// test all 12 edges for degeneracy
unsigned int nFlagsX = subarray_get_degen( pCtrl, strideU, strideV );
unsigned int nFlagsY = subarray_get_degen( pCtrl, strideV, strideU );
Vector3 tangentX[6], tangentY[6];
Vector2 tangentS[6], tangentT[6];
// set up tangents for each of the 12 edges if they were not degenerate
if ( !( nFlagsX & DEGEN_0a ) ) {
tangentX[0] = vector3_subtracted( subMatrix[0][1]->m_vertex, subMatrix[0][0]->m_vertex );
tangentS[0] = vector2_subtracted( subMatrix[0][1]->m_texcoord, subMatrix[0][0]->m_texcoord );
}
if ( !( nFlagsX & DEGEN_0b ) ) {
tangentX[1] = vector3_subtracted( subMatrix[0][2]->m_vertex, subMatrix[0][1]->m_vertex );
tangentS[1] = vector2_subtracted( subMatrix[0][2]->m_texcoord, subMatrix[0][1]->m_texcoord );
}
if ( !( nFlagsX & DEGEN_1a ) ) {
tangentX[2] = vector3_subtracted( subMatrix[1][1]->m_vertex, subMatrix[1][0]->m_vertex );
tangentS[2] = vector2_subtracted( subMatrix[1][1]->m_texcoord, subMatrix[1][0]->m_texcoord );
}
if ( !( nFlagsX & DEGEN_1b ) ) {
tangentX[3] = vector3_subtracted( subMatrix[1][2]->m_vertex, subMatrix[1][1]->m_vertex );
tangentS[3] = vector2_subtracted( subMatrix[1][2]->m_texcoord, subMatrix[1][1]->m_texcoord );
}
if ( !( nFlagsX & DEGEN_2a ) ) {
tangentX[4] = vector3_subtracted( subMatrix[2][1]->m_vertex, subMatrix[2][0]->m_vertex );
tangentS[4] = vector2_subtracted( subMatrix[2][1]->m_texcoord, subMatrix[2][0]->m_texcoord );
}
if ( !( nFlagsX & DEGEN_2b ) ) {
tangentX[5] = vector3_subtracted( subMatrix[2][2]->m_vertex, subMatrix[2][1]->m_vertex );
tangentS[5] = vector2_subtracted( subMatrix[2][2]->m_texcoord, subMatrix[2][1]->m_texcoord );
}
if ( !( nFlagsY & DEGEN_0a ) ) {
tangentY[0] = vector3_subtracted( subMatrix[1][0]->m_vertex, subMatrix[0][0]->m_vertex );
tangentT[0] = vector2_subtracted( subMatrix[1][0]->m_texcoord, subMatrix[0][0]->m_texcoord );
}
if ( !( nFlagsY & DEGEN_0b ) ) {
tangentY[1] = vector3_subtracted( subMatrix[2][0]->m_vertex, subMatrix[1][0]->m_vertex );
tangentT[1] = vector2_subtracted( subMatrix[2][0]->m_texcoord, subMatrix[1][0]->m_texcoord );
}
if ( !( nFlagsY & DEGEN_1a ) ) {
tangentY[2] = vector3_subtracted( subMatrix[1][1]->m_vertex, subMatrix[0][1]->m_vertex );
tangentT[2] = vector2_subtracted( subMatrix[1][1]->m_texcoord, subMatrix[0][1]->m_texcoord );
}
if ( !( nFlagsY & DEGEN_1b ) ) {
tangentY[3] = vector3_subtracted( subMatrix[2][1]->m_vertex, subMatrix[1][1]->m_vertex );
tangentT[3] = vector2_subtracted( subMatrix[2][1]->m_texcoord, subMatrix[1][1]->m_texcoord );
}
if ( !( nFlagsY & DEGEN_2a ) ) {
tangentY[4] = vector3_subtracted( subMatrix[1][2]->m_vertex, subMatrix[0][2]->m_vertex );
tangentT[4] = vector2_subtracted( subMatrix[1][2]->m_texcoord, subMatrix[0][2]->m_texcoord );
}
if ( !( nFlagsY & DEGEN_2b ) ) {
tangentY[5] = vector3_subtracted( subMatrix[2][2]->m_vertex, subMatrix[1][2]->m_vertex );
tangentT[5] = vector2_subtracted( subMatrix[2][2]->m_texcoord, subMatrix[1][2]->m_texcoord );
}
// set up remaining edge tangents by borrowing the tangent from the closest parallel non-degenerate edge
tangents_remove_degenerate( tangentX, tangentS, nFlagsX );
tangents_remove_degenerate( tangentY, tangentT, nFlagsY );
{
// x=0, y=0
std::size_t index = offStartX + offStartY;
std::size_t index0 = 0;
std::size_t index1 = 0;
double dot = vector3_dot( tangentX[index0], tangentY[index1] );
double length = vector3_length( tangentX[index0] ) * vector3_length( tangentY[index1] );
bestTangents00( nFlagsX, dot, length, index0, index1 );
accumulateVertexTangentSpace( index, tangentX, tangentY, tangentS, tangentT, index0, index1 );
}
{
// x=1, y=0
std::size_t index = offEndX + offStartY;
std::size_t index0 = 1;
std::size_t index1 = 4;
double dot = vector3_dot( tangentX[index0],tangentY[index1] );
double length = vector3_length( tangentX[index0] ) * vector3_length( tangentY[index1] );
bestTangents10( nFlagsX, dot, length, index0, index1 );
accumulateVertexTangentSpace( index, tangentX, tangentY, tangentS, tangentT, index0, index1 );
}
{
// x=0, y=1
std::size_t index = offStartX + offEndY;
std::size_t index0 = 4;
std::size_t index1 = 1;
double dot = vector3_dot( tangentX[index0], tangentY[index1] );
double length = vector3_length( tangentX[index1] ) * vector3_length( tangentY[index1] );
bestTangents01( nFlagsX, dot, length, index0, index1 );
accumulateVertexTangentSpace( index, tangentX, tangentY, tangentS, tangentT, index0, index1 );
}
{
// x=1, y=1
std::size_t index = offEndX + offEndY;
std::size_t index0 = 5;
std::size_t index1 = 5;
double dot = vector3_dot( tangentX[index0],tangentY[index1] );
double length = vector3_length( tangentX[index0] ) * vector3_length( tangentY[index1] );
bestTangents11( nFlagsX, dot, length, index0, index1 );
accumulateVertexTangentSpace( index, tangentX, tangentY, tangentS, tangentT, index0, index1 );
}
//normalise normals that won't be accumulated again
if ( i != 0 || j != 0 ) {
normalise_safe( normal_for_index( m_tess.m_vertices, offStartX + offStartY ) );
normalise_safe( tangent_for_index( m_tess.m_vertices, offStartX + offStartY ) );
normalise_safe( bitangent_for_index( m_tess.m_vertices, offStartX + offStartY ) );
}
if ( i + 3 == m_width ) {
normalise_safe( normal_for_index( m_tess.m_vertices, offEndX + offStartY ) );
normalise_safe( tangent_for_index( m_tess.m_vertices, offEndX + offStartY ) );
normalise_safe( bitangent_for_index( m_tess.m_vertices, offEndX + offStartY ) );
}
if ( j + 3 == m_height ) {
normalise_safe( normal_for_index( m_tess.m_vertices, offStartX + offEndY ) );
normalise_safe( tangent_for_index( m_tess.m_vertices, offStartX + offEndY ) );
normalise_safe( bitangent_for_index( m_tess.m_vertices, offStartX + offEndY ) );
}
if ( i + 3 == m_width && j + 3 == m_height ) {
normalise_safe( normal_for_index( m_tess.m_vertices, offEndX + offEndY ) );
normalise_safe( tangent_for_index( m_tess.m_vertices, offEndX + offEndY ) );
normalise_safe( bitangent_for_index( m_tess.m_vertices, offEndX + offEndY ) );
}
// set flags to average normals between shared edges
if ( j != 0 ) {
nFlagsX |= AVERAGE;
}
if ( i != 0 ) {
nFlagsY |= AVERAGE;
}
// set flags to save evaluating shared edges twice
nFlagsX |= SPLIT;
nFlagsY |= SPLIT;
// if the patch is curved.. tesselate recursively
// use the relevant control curves for this sub-patch
if ( m_patchDef3 ) {
TesselateSubMatrixFixed( m_tess.m_vertices.data() + offStartX + offStartY, 1, m_tess.m_nArrayWidth, nFlagsX, nFlagsY, subMatrix );
}
else
{
if ( !leafX ) {
TesselateSubMatrix( m_tess.m_curveTreeU[i >> 1], m_tess.m_curveTreeV[j >> 1],
offStartX, offStartY, offEndX, offEndY, // array offsets
nFlagsX, nFlagsY,
subMatrix[1][0]->m_vertex, subMatrix[1][1]->m_vertex, subMatrix[1][2]->m_vertex,
subMatrix[1][0]->m_texcoord, subMatrix[1][1]->m_texcoord, subMatrix[1][2]->m_texcoord,
false );
}
else if ( !leafY ) {
TesselateSubMatrix( m_tess.m_curveTreeV[j >> 1], m_tess.m_curveTreeU[i >> 1],
offStartY, offStartX, offEndY, offEndX, // array offsets
nFlagsY, nFlagsX,
subMatrix[0][1]->m_vertex, subMatrix[1][1]->m_vertex, subMatrix[2][1]->m_vertex,
subMatrix[0][1]->m_texcoord, subMatrix[1][1]->m_texcoord, subMatrix[2][1]->m_texcoord,
true );
}
}
offStartX = offEndX;
}
offStartY = offEndY;
}
}
}
Vector3 getAverageNormal(const Vector3& normal1, const Vector3& normal2)
{
// Beware of normals with 0 length
if ( vector3_length_squared( normal1 ) == 0 ) return normal2;
if ( vector3_length_squared( normal2 ) == 0 ) return normal1;
// Both normals have length > 0
//Vector3 n1 = vector3_normalised( normal1 );
//Vector3 n2 = vector3_normalised( normal2 );
// Get the angle bisector
if( vector3_length_squared( normal1 + normal2 ) == 0 ) return normal1;
Vector3 normal = vector3_normalised (normal1 + normal2);
// Now calculate the length correction out of the angle
// of the two normals
/* float factor = cos(n1.angle(n2) * 0.5); */
float factor = (float) vector3_dot( normal1, normal2 );
if ( factor > 1.0 ) factor = 1;
if ( factor < -1.0 ) factor = -1;
factor = acos( factor );
factor = cos( factor * 0.5 );
// Check for div by zero (if the normals are antiparallel)
// and stretch the resulting normal, if necessary
if (factor != 0)
{
normal /= factor;
}
return normal;
}
void Patch::createThickenedOpposite(const Patch& sourcePatch,
const float thickness,
const int axis,
bool& no12,
bool& no34)
{
// Clone the dimensions from the other patch
setDims(sourcePatch.getWidth(), sourcePatch.getHeight());
// Also inherit the tesselation from the source patch
//setFixedSubdivisions(sourcePatch.subdivionsFixed(), sourcePatch.getSubdivisions());
// Copy the shader from the source patch
SetShader(sourcePatch.GetShader());
// if extrudeAxis == 0,0,0 the patch is extruded along its vertex normals
Vector3 extrudeAxis(0,0,0);
switch (axis) {
case 0: // X-Axis
extrudeAxis = Vector3(1,0,0);
break;
case 1: // Y-Axis
extrudeAxis = Vector3(0,1,0);
break;
case 2: // Z-Axis
extrudeAxis = Vector3(0,0,1);
break;
default:
// Default value already set during initialisation
break;
}
//check if certain seams are required + cycling in normals calculation is needed
//( endpoints != startpoints ) - not a cylinder or something
for (std::size_t col = 0; col < m_width; col++){
if( vector3_length_squared( sourcePatch.ctrlAt( 0, col ).m_vertex - sourcePatch.ctrlAt( m_height - 1, col ).m_vertex ) > 0.1f ){
//globalOutputStream() << "yes12.\n";
no12 = false;
break;
}
}
for (std::size_t row = 0; row < m_height; row++){
if( vector3_length_squared( sourcePatch.ctrlAt( row, 0 ).m_vertex - sourcePatch.ctrlAt( row, m_width - 1 ).m_vertex ) > 0.1f ){
no34 = false;
//globalOutputStream() << "yes34.\n";
break;
}
}
for (std::size_t col = 0; col < m_width; col++)
{
for (std::size_t row = 0; row < m_height; row++)
{
// The current control vertex on the other patch
const PatchControl& curCtrl = sourcePatch.ctrlAt(row, col);
Vector3 normal;
// Are we extruding along vertex normals (i.e. extrudeAxis == 0,0,0)?
if (extrudeAxis == Vector3(0,0,0))
{
// The col tangents (empty if 0,0,0)
Vector3 colTangent[2] = { Vector3(0,0,0), Vector3(0,0,0) };
// Are we at the beginning/end of the row? + not cylinder
if ( (col == 0 || col == m_width - 1) && !no34 )
{
// Get the next col index
std::size_t nextCol = (col == m_width - 1) ? (col - 1) : (col + 1);
const PatchControl& colNeighbour = sourcePatch.ctrlAt(row, nextCol);
// One available tangent
colTangent[0] = colNeighbour.m_vertex - curCtrl.m_vertex;
// Reverse it if we're at the end of the column
colTangent[0] *= (col == m_width - 1) ? -1 : +1;
//normalize
if ( vector3_length_squared( colTangent[0] ) != 0 ) vector3_normalise( colTangent[0] );
}
// We are in between, two tangents can be calculated
else
{
// Take two neighbouring vertices that should form a line segment
std::size_t nextCol, prevCol;
if( col == 0 ){
nextCol = col+1;
prevCol = m_width-2;
}
else if( col == m_width - 1 ){
nextCol = 1;
prevCol = col-1;
}
else{
nextCol = col+1;
prevCol = col-1;
}
const PatchControl& neighbour1 = sourcePatch.ctrlAt(row, nextCol);
const PatchControl& neighbour2 = sourcePatch.ctrlAt(row, prevCol);
// Calculate both available tangents
colTangent[0] = neighbour1.m_vertex - curCtrl.m_vertex;
colTangent[1] = neighbour2.m_vertex - curCtrl.m_vertex;
// Reverse the second one
colTangent[1] *= -1;
//normalize b4 stuff
if ( vector3_length_squared( colTangent[0] ) != 0 ) vector3_normalise( colTangent[0] );
if ( vector3_length_squared( colTangent[1] ) != 0 ) vector3_normalise( colTangent[1] );
// Cull redundant tangents (parallel)
if ( vector3_length_squared( colTangent[1] + colTangent[0] ) == 0 ||
vector3_length_squared( colTangent[1] - colTangent[0] ) == 0 ){
colTangent[1] = Vector3(0,0,0);
}
}
// Calculate the tangent vectors to the next row
Vector3 rowTangent[2] = { Vector3(0,0,0), Vector3(0,0,0) };
// Are we at the beginning or the end?
if ( (row == 0 || row == m_height - 1) && !no12 )
{
// Yes, only calculate one row tangent
// Get the next row index
std::size_t nextRow = (row == m_height - 1) ? (row - 1) : (row + 1);
const PatchControl& rowNeighbour = sourcePatch.ctrlAt(nextRow, col);
// First tangent
rowTangent[0] = rowNeighbour.m_vertex - curCtrl.m_vertex;
// Reverse it accordingly
rowTangent[0] *= (row == m_height - 1) ? -1 : +1;
//normalize
if ( vector3_length_squared( rowTangent[0] ) != 0 ) vector3_normalise( rowTangent[0] );
}
else
{
// Two tangents to calculate
std::size_t nextRow, prevRow;
if( row == 0 ){
nextRow = row+1;
prevRow = m_height-2;
}
else if( row == m_height - 1 ){
nextRow = 1;
prevRow = row-1;
}
else{
nextRow = row+1;
prevRow = row-1;
}
const PatchControl& rowNeighbour1 = sourcePatch.ctrlAt(nextRow, col);
const PatchControl& rowNeighbour2 = sourcePatch.ctrlAt(prevRow, col);
// First tangent
rowTangent[0] = rowNeighbour1.m_vertex - curCtrl.m_vertex;
rowTangent[1] = rowNeighbour2.m_vertex - curCtrl.m_vertex;
// Reverse the second one
rowTangent[1] *= -1;
//normalize b4 stuff
if ( vector3_length_squared( rowTangent[0] ) != 0 ) vector3_normalise( rowTangent[0] );
if ( vector3_length_squared( rowTangent[1] ) != 0 ) vector3_normalise( rowTangent[1] );
// Cull redundant tangents (parallel)
if ( vector3_length_squared( rowTangent[1] + rowTangent[0] ) == 0 ||
vector3_length_squared( rowTangent[1] - rowTangent[0] ) == 0 ){
rowTangent[1] = Vector3(0,0,0);
}
}
//clean parallel pairs...
if ( vector3_length_squared( rowTangent[0] + colTangent[0] ) == 0 ||
vector3_length_squared( rowTangent[0] - colTangent[0] ) == 0 ){
rowTangent[0] = Vector3(0,0,0);
}
if ( vector3_length_squared( rowTangent[1] + colTangent[1] ) == 0 ||
vector3_length_squared( rowTangent[1] - colTangent[1] ) == 0 ){
rowTangent[1] = Vector3(0,0,0);
}
if ( vector3_length_squared( rowTangent[0] + colTangent[1] ) == 0 ||
vector3_length_squared( rowTangent[0] - colTangent[1] ) == 0 ){
colTangent[1] = Vector3(0,0,0);
}
if ( vector3_length_squared( rowTangent[1] + colTangent[0] ) == 0 ||
vector3_length_squared( rowTangent[1] - colTangent[0] ) == 0 ){
rowTangent[1] = Vector3(0,0,0);
}
//clean dummies
if ( vector3_length_squared( colTangent[0] ) == 0 ){
colTangent[0] = colTangent[1];
colTangent[1] = Vector3(0,0,0);
}
if ( vector3_length_squared( rowTangent[0] ) == 0 ){
rowTangent[0] = rowTangent[1];
rowTangent[1] = Vector3(0,0,0);
}
if( vector3_length_squared( rowTangent[0] ) == 0 || vector3_length_squared( colTangent[0] ) == 0 ){
normal = extrudeAxis;
}
else{
// If two column + two row tangents are available, take the length-corrected average
if ( ( fabs( colTangent[1][0] ) + fabs( colTangent[1][1] ) + fabs( colTangent[1][2] ) ) > 0 &&
( fabs( rowTangent[1][0] ) + fabs( rowTangent[1][1] ) + fabs( rowTangent[1][2] ) ) > 0 )
{
// Two column normals to calculate
Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[1], colTangent[1] ) );
normal = getAverageNormal(normal1, normal2);
/*globalOutputStream() << "0\n";
globalOutputStream() << normal1 << '\n';
globalOutputStream() << normal2 << '\n';
globalOutputStream() << normal << '\n';*/
}
// If two column tangents are available, take the length-corrected average
else if ( ( fabs( colTangent[1][0] ) + fabs( colTangent[1][1] ) + fabs( colTangent[1][2] ) ) > 0)
{
// Two column normals to calculate
Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[1] ) );
normal = getAverageNormal(normal1, normal2);
/*globalOutputStream() << "1\n";
globalOutputStream() << normal1 << '\n';
globalOutputStream() << normal2 << '\n';
globalOutputStream() << normal << '\n';*/
}
else
{
// One column tangent available, maybe we have a second rowtangent?
if ( ( fabs( rowTangent[1][0] ) + fabs( rowTangent[1][1] ) + fabs( rowTangent[1][2] ) ) > 0)
{
// Two row normals to calculate
Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[1], colTangent[0] ) );
normal = getAverageNormal(normal1, normal2);
/*globalOutputStream() << "2\n";
globalOutputStream() << rowTangent[0] << '\n';
globalOutputStream() << colTangent[0] << '\n';
globalOutputStream() << vector3_cross( rowTangent[0], colTangent[0]) << '\n';
globalOutputStream() << normal1 << '\n';
globalOutputStream() << normal2 << '\n';
globalOutputStream() << normal << '\n';*/
}
else
{
if ( vector3_length_squared( vector3_cross( rowTangent[0], colTangent[0] ) ) > 0 ){
normal = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
/*globalOutputStream() << "3\n";
globalOutputStream() << (float)vector3_length_squared( vector3_cross( rowTangent[0], colTangent[0] ) ) << '\n';
globalOutputStream() << normal << '\n';*/
}
else{
normal = extrudeAxis;
}
}
}
}
}
else
{
// Take the predefined extrude direction instead
normal = extrudeAxis;
}
// Store the new coordinates into this patch at the current coords
ctrlAt(row, col).m_vertex = curCtrl.m_vertex + normal*thickness;
// Clone the texture cooordinates of the source patch
ctrlAt(row, col).m_texcoord = curCtrl.m_texcoord;
}
}
// Notify the patch about the change
controlPointsChanged();
}
void Patch::createThickenedWall(const Patch& sourcePatch,
const Patch& targetPatch,
const int wallIndex)
{
// Copy the shader from the source patch
SetShader(sourcePatch.GetShader());
// The start and end control vertex indices
int start = 0;
int end = 0;
// The increment (incr = 1 for the "long" edge, incr = width for the "short" edge)
int incr = 1;
// These are the target dimensions of this wall
// The width is depending on which edge is "seamed".
int cols = 0;
int rows = 3;
int sourceWidth = static_cast<int>(sourcePatch.getWidth());
int sourceHeight = static_cast<int>(sourcePatch.getHeight());
/*
bool sourceTesselationFixed = sourcePatch.subdivionsFixed();
Subdivisions sourceTesselationX(sourcePatch.getSubdivisions().x(), 1);
Subdivisions sourceTesselationY(sourcePatch.getSubdivisions().y(), 1);
*/
// Determine which of the four edges have to be connected
// and calculate the start, end & stepsize for the following loop
switch (wallIndex) {
case 0:
cols = sourceWidth;
start = 0;
end = sourceWidth - 1;
incr = 1;
//setFixedSubdivisions(sourceTesselationFixed, sourceTesselationX);
break;
case 1:
cols = sourceWidth;
start = sourceWidth * (sourceHeight-1);
end = sourceWidth*sourceHeight - 1;
incr = 1;
//setFixedSubdivisions(sourceTesselationFixed, sourceTesselationX);
break;
case 2:
cols = sourceHeight;
start = 0;
end = sourceWidth*(sourceHeight-1);
incr = sourceWidth;
//setFixedSubdivisions(sourceTesselationFixed, sourceTesselationY);
break;
case 3:
cols = sourceHeight;
start = sourceWidth - 1;
end = sourceWidth*sourceHeight - 1;
incr = sourceWidth;
//setFixedSubdivisions(sourceTesselationFixed, sourceTesselationY);
break;
}
setDims(cols, rows);
const PatchControlArray& sourceCtrl = sourcePatch.getControlPoints();
const PatchControlArray& targetCtrl = targetPatch.getControlPoints();
int col = 0;
// Now go through the control vertices with these calculated stepsize
for (int idx = start; idx <= end; idx += incr, col++) {
Vector3 sourceCoord = sourceCtrl[idx].m_vertex;
Vector3 targetCoord = targetCtrl[idx].m_vertex;
Vector3 middleCoord = (sourceCoord + targetCoord) / 2;
// Now assign the vertex coordinates
ctrlAt(0, col).m_vertex = sourceCoord;
ctrlAt(1, col).m_vertex = middleCoord;
ctrlAt(2, col).m_vertex = targetCoord;
}
if (wallIndex == 0 || wallIndex == 3) {
InvertMatrix();
}
// Notify the patch about the change
controlPointsChanged();
// Texture the patch "naturally"
NaturalTexture();
}
class PatchFilterWrapper : public Filter
{
bool m_active;
bool m_invert;
PatchFilter& m_filter;
public:
PatchFilterWrapper( PatchFilter& filter, bool invert ) : m_invert( invert ), m_filter( filter ){
}
void setActive( bool active ){
m_active = active;
}
bool active(){
return m_active;
}
bool filter( const Patch& patch ){
return m_invert ^ m_filter.filter( patch );
}
};
typedef std::list<PatchFilterWrapper> PatchFilters;
PatchFilters g_patchFilters;
void add_patch_filter( PatchFilter& filter, int mask, bool invert ){
g_patchFilters.push_back( PatchFilterWrapper( filter, invert ) );
GlobalFilterSystem().addFilter( g_patchFilters.back(), mask );
}
bool patch_filtered( Patch& patch ){
for ( PatchFilters::iterator i = g_patchFilters.begin(); i != g_patchFilters.end(); ++i )
{
if ( ( *i ).active() && ( *i ).filter( patch ) ) {
return true;
}
}
return false;
}